Game FPS Benchmarks

In short: Every FPS figure on our product and configurator pages comes from a fixed, repeatable test process, documented in full below. These numbers are estimates meant to help you compare configurations, not a guarantee of performance or part of any warranty.

The frame rate estimates you see on MAINGEAR product and configurator pages are the result of a fixed, repeatable testing process. This page explains exactly how those numbers are produced, which settings we run, and what the figures do and do not represent. We've published this data to help you make educated purchasing decisions, not because any number here is a promise of system performance. Every benchmark published on the site is an estimate, so please read the disclaimers at the bottom before drawing conclusions.

Our approach

We benchmark the way people actually play. For most titles that means maxing out the visual preset and turning on the modern features these GPUs are built for, NVIDIA DLSS upscaling and DLSS Frame Generation, AMD FSR, and similar, rather than stripping a game down to a bare competitive config. For competitive-first titles, we test at the high quality settings those communities typically run.

Each figure reflects a single specific hardware configuration, measured on that configuration or an equivalent test bench built to the same spec. Change the GPU, CPU, memory, resolution, or in-game settings and the number changes with it.

We report average FPS.

The constants we hold across every title

Unless a game's UI makes it impossible, we keep the following fixed for every run:

  • VSync: off
  • Frame rate limit: off / unlimited, we measure the ceiling, not a cap
  • NVIDIA Reflex Low Latency: On + Boost, where the title supports it
  • Display mode: borderless / windowed fullscreen
  • Software state: latest stable GPU driver and the current retail game build at the time of testing
  • Clean environment: no overlays or background capture running beyond our own measurement tool

Resolution targets

We test at the target resolution or resolutions for the build in question, commonly 1080p, 1440p, and 4K. Some titles don't cleanly expose an internal render resolution target, so for those we set the Windows desktop resolution to the target and relaunch before each run, which forces the game to render natively at that resolution. Titles handled this way in our current suite are Marvel Rivals, Grand Theft Auto V, Call of Duty: Black Ops 7, and Fortnite.

Upscaling and frame generation

Where a title supports them, we enable NVIDIA DLSS Super Resolution (typically Quality mode) and NVIDIA DLSS Frame Generation (2X), along with ray tracing at the level the chosen preset intends. This mirrors how these GPUs are designed to be used.

One thing to be clear about: figures produced with Frame Generation include generated frames, and figures produced with upscaling render below the native target before reconstruction. Numbers captured this way aren't directly comparable to pure native rendering, and we note that here so the comparison is honest.

How we capture the number

We use two capture methods depending on what each title offers:

Game reported. The title ships its own benchmark or performance readout. We run it and use the average FPS the game itself reports.

External capture. For titles with no built-in benchmark, we record average FPS with our frame capture software over a fixed, repeatable window, for example a set 90 second traversal of the starting area, a spectated match, or a community benchmark sequence.

Per-title methodology

Title Platform How it is run Capture
Counter-Strike 2 Steam Community workshop benchmark map ("CS2 FPS BENCHMARK DUST2"), average FPS read from the console summary Game reported
Cyberpunk 2077 Steam Built-in benchmark Game reported
Marvel Rivals Steam Built-in benchmark, run at native resolution Game reported
Red Dead Redemption 2 Steam Built-in benchmark Game reported
Grand Theft Auto V (Enhanced) Steam Built-in benchmark from a save point, run at native resolution; greatest average from the logged results Game reported
Forza Horizon 6 Steam Built-in benchmark Game reported
Call of Duty: Black Ops 7 Steam Built-in benchmark, run at native resolution Game reported
Black Myth: Wukong Steam Standalone Black Myth: Wukong Benchmark Tool Game reported
Battlefield 6 Steam 90 second traversal of the starting area External
Crimson Desert Steam 90 second traversal of the starting area External
Fortnite Epic Community "FPS Test" benchmark island sequence, run at native resolution External
Rocket League Epic Local match, maximum bots, spectate only, over a fixed window External

Settings by title

The settings below are what we run for each title. Where a preset name appears, that's the in-game preset, individual toggles listed alongside it are set explicitly.

Counter-Strike 2

Video preset Very High. VSync off. NVIDIA Reflex Low Latency On + Boost. Fullscreen windowed.

Cyberpunk 2077

Ultra + Ray Tracing Ultra preset. Ray tracing on (reflections, sun shadows, local shadows, lighting Ultra). Path tracing off. Texture quality High. Crowd density High. DLSS Super Resolution on Auto using the Transformer model. DLSS Frame Generation 2X. DLSS Ray Reconstruction off. Sharpness 0. NVIDIA Reflex Low Latency On + Boost. VSync off. No FPS cap. Windowed borderless.

Marvel Rivals

Ultra graphics preset. NVIDIA DLSS on Quality (Quality preset), super resolution sampling 80. NVIDIA DLSS Frame Generation 2X. Borderless windowed. Native resolution.

Red Dead Redemption 2

Max quality preset with advanced settings unlocked. DirectX 12. NVIDIA DLSS Quality. Triple buffering on. NVIDIA Reflex Low Latency Enabled + Boost. VSync off.

Grand Theft Auto V (Enhanced)

High RT graphics preset. Ray tracing on (shadows High, reflections High, high resolution RT reflections on, global illumination High, scene BVH quality High, RT ambient occlusion off). Frame scaling NVIDIA DLSS on Quality. NVIDIA DLSS Frame Generation 2X. NVIDIA Reflex On + Boost. VSync off. Frame limit off. Borderless fullscreen. Native resolution.

Forza Horizon 6

Extreme graphics preset. Ray traced reflections High. NVIDIA DLSS on with super resolution Quality. DLAA off. Frame Generation 2X. NVIDIA Reflex Low Latency On + Boost. TAA off. FSR and XeSS off. AMD FidelityFX CAS off. Motion blur Short. Frame rate cap 160. VSync off.

Call of Duty: Black Ops 7

Ultra graphics preset. Upscaling NVIDIA DLSS on Quality (CNN model). Frame Generation on. Ray tracing reflections Low. NVIDIA Reflex Low Latency On + Boost. Custom framerate limit unlimited. Fullscreen borderless. Native resolution.

Black Myth: Wukong

Cinematic graphics preset. Full ray tracing on at Very High. Super resolution sampling DLSS at 80. Frame Generation on. Motion blur Strong. VSync off. Framerate cap off. Borderless.

Battlefield 6

Ultra graphics quality (custom performance preset). Fixed resolution scale 100. Upscaling DLSS on Quality (DLSS model 4). NVIDIA Multi Frame Generation 2. Future frame rendering off. Borderless. Aspect ratio auto.

Crimson Desert

Ultra graphics preset. Ray tracing on (raytraced sun/moon light shadows off). VSync off. Borderless / windowed fullscreen.

Fortnite

DirectX 12. View distance Epic. Textures Epic. Anti aliasing NVIDIA DLSS on Quality. NVIDIA Reflex Low Latency On + Boost. VSync off. Frame rate limit unlimited. Windowed fullscreen. Native resolution.

Rocket League

High Quality across render quality, render detail, texture detail, world detail, particle detail, and effect intensity. High quality shaders on. Anti aliasing off. Frames per second uncapped. VSync off. Borderless.

Important disclaimers

Estimated performance. All FPS figures are estimates provided for comparison purposes only. They are not guaranteed performance, product specifications, or part of any warranty. Actual performance depends on many factors, including hardware configuration, game updates, drivers, Windows updates, background applications, ambient temperature, display resolution, graphics settings, and normal component variation.

DLSS and Frame Generation. Some results are measured with NVIDIA DLSS Super Resolution and/or DLSS Frame Generation enabled. These figures aren't directly comparable to native rendering.

Average FPS. Published figures represent average frame rates. Actual gameplay will include moments above and below the stated average, and these numbers do not reflect frame time consistency or 1% lows.

Point in time. Results were recorded using specific game versions, drivers, and hardware at the time of testing. Future game updates, driver releases, and software changes may affect performance.

Trademarks. All game titles, logos, and trademarks are the property of their respective owners and are used for identification purposes only.

Questions about the expected performance of a specific configuration?

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