The short answer
Record the same scene, FPS range, cap and active GPU. If FPS stays at a configured ceiling, check that ceiling first. Otherwise lower only rendering resolution and compare. Improvement points toward rendering workload; little change calls for cap, CPU, GPU-selection and power checks. None of these observations alone proves a faulty component.
Need a different check? Find a related guide or tool →Choose your symptom
- FPS sits near a fixed number such as 60 — Check the configured cap and synchronization first.
- FPS is low throughout the same demanding scene — Record the baseline, then compare resolution alone.
- Lowering resolution barely changes FPS — Check caps, the active GPU and CPU-side work.
- High average FPS with occasional hitches — Record the hitch pattern and follow the related stutter guide.
STEP 1: Record a repeatable scene and the active GPU
- Choose a save, practice area or route you can repeat safely. Keep the display mode, route and duration consistent. Use the game’s FPS display or Steam’s in-game performance monitor; keep the monitoring setup the same for both runs. Record an approximate range rather than one peak number.
- Write down rendering resolution, FPS limit, V-Sync, upscaling and frame-generation settings. Separate first-run loading or shader preparation from repeat visits. Generated/displayed FPS and the rate of newly rendered game frames are not interchangeable measures of responsiveness.
- Press Ctrl+Shift+Esc to open Task Manager. Under Performance, identify the GPU and examine the relevant engine graph, such as 3D, rather than assuming every GPU graph measures rendering. Record CPU and memory activity too; switching away from the game can change its workload, so treat these as contextual observations.
Result and next action: At a clear configured ceiling: STEP 2. Below the desired rate without an obvious cap: STEP 3. For isolated hitches, keep this baseline and use the stutter guide below instead of changing every quality option.
Results that did not fix the problem help the next reader too.
STEP 2: Check the ceiling before lowering image quality
- Look for the game’s FPS limit and V-Sync setting. Compare the configured ceiling with the observed rate. In Windows Settings → System → Display → Advanced display, check the intended monitor’s selected refresh rate; only use supported values. A display’s refresh rate is not proof that the PC can render that many frames.
- If the cap is below your intended target, compare one higher supported limit in the same scene. Do not disable every limit and synchronization option together. Keep the previous value so you can restore it if noise, heat, tearing or responsiveness becomes worse.
- If the game has no relevant limit, check any frame limit you previously set in its GPU driver profile. Use the vendor’s documented controls and avoid stacking multiple limiters. Removing a cap does not create additional processing capacity.
Result and next action: If FPS follows the new cap and the result suits your needs, retest and stop there. If it stays low, restore unhelpful changes and continue to STEP 3; do not call low GPU use a defect just because a cap was active.
Results that did not fix the problem help the next reader too.
STEP 3: Change only rendering resolution and compare
- Record the original value. If the game has a render-resolution scale, try a lower value as a comparison, such as 100% to 80%; otherwise try one lower supported game resolution. This is a diagnostic example, not a recommended setting for every game.
- Leave the cap, V-Sync, frame generation, texture quality, shadows and test route unchanged. Confirm that the new setting actually applied, including a restart if the game asks for one. Compare the same demanding part of the route and note image quality and input feel as well as FPS.
- A clear FPS increase suggests rendering work was important in that scene. Little change can reflect a cap or other limits; it does not prove the CPU is faulty or the GPU is unused. Restore the baseline before selecting another individual setting.
Result and next action: Resolution helps: compare GPU-heavy settings in STEP 4. Little change: check caps and CPU/GPU-selection conditions there. If only the first visit hitches, switch to the stutter guide.
Results that did not fix the problem help the next reader too.
STEP 4: Choose the next check from the comparison
- If lower resolution helped, compare one available setting such as ray tracing, shadows or upscaling. Judge the image-quality tradeoff at the same scene. For a video-memory warning or missing textures, record it and check the game’s memory requirements rather than inferring capacity problems from FPS alone.
- If resolution barely helped, recheck the cap and active GPU. On Windows 11, Settings → System → Display → Graphics provides per-app graphics preferences on supported systems. Select the correct game executable and check the named GPU options before changing a preference; hybrid laptops may also need the PC maker’s instructions.
- A modest overall CPU percentage can conceal uneven work across logical processors. Treat the CPU graph alongside the resolution comparison, not as a standalone bottleneck verdict. If the game offers view distance, crowd density or simulation settings, compare one relevant option at a time.
- On a laptop, compare with the correct power adapter connected and the manufacturer’s intended power mode. Close one nonessential recorder or background workload safely; do not interrupt cloud sync, updates or security protection. If performance worsens over a long session, record duration and seek model-specific thermal/power guidance rather than changing voltage.
- Restore changes that do not help. Send game support the scene, settings, hardware, driver version and comparison if one title remains affected. Back up saves before any later repair or reinstall; low FPS by itself is not a reason to delete them.
Result and next action: Keep a setting only when its repeatable benefit and quality tradeoff are useful. Unexplained game-only slowness goes to game support; system-wide slowdowns or restarts need PC support. Use the related guides for driver changes or intermittent stutter.
Results that did not fix the problem help the next reader too.
Protect saves and keep changes reversible
- Do not infer a broken CPU or GPU from one percentage or one busy scene.
- Do not clear shader caches between comparisons, stack frame limiters or change an entire graphics preset when testing one cause.
- Avoid registry edits, overclocking, security exclusions and driver-cleaning tools as generic FPS fixes.
FAQ
Is low FPS the same as stuttering?
No. A consistently low rendering rate and an occasional long frame can feel different and need different comparisons. Both can occur together. Record the steady rate and hitch pattern separately.
Does 100% GPU usage mean I must reduce settings?
Not if the game meets your target and feels responsive. High use alone is not a fault. If the rate is too low, compare rendering resolution and one quality setting at a time.
Does frame generation prove the problem is fixed?
A higher displayed number can include generated frames. Keep that setting unchanged during diagnosis and compare input feel as well. Do not compare two counters with different definitions as though they measure the same work.
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Sources and editorial notes
Adapted from the corresponding Japanese guide and checked against the official sources below. Comparison order and interpretation are editorial guidance, not a tested success rate or a guarantee. Windows and vendor screens can vary by version and hardware.
Microsoft DirectX: CPU and GPU workload limitsMicrosoft DirectX: GPU engine graphs in Task ManagerSteam: in-game performance monitorMicrosoft: display refresh rateMicrosoft DirectX: per-app graphics preferences