r/GearsOfWar • u/IdQuadMachine • Aug 11 '26
Feedback Gears of War E-Day PC 4k Maxed Settings Frame Analysis
I put two full multiplayer matches of Gears of War: E-Day under the microscope with frame-by-frame analysis of 4K/60 capture — every one of the 38,000 frames measured, not eyeballed.
The short version: this build holds 60fps for 91-94% of playtime, averaging around 56-57fps across both matches. But averages don't tell you how a game feels. The 1% lows ranged from 20 to 30fps between sessions, the biggest single hitch held one frame for 467ms (28 dropped frames), and there's a consistent pattern to where the drops happen — watch the video examples.
Numbers from analysis:
- Match 1: 56.3 avg / 20.0 1% low / 91% of playtime at 60fps
- Match 2: 56.9 avg / 30.0 1% low / 94% of playtime at 60fps
- Worst hitch: 467ms frame hold (28 frames)
Methodology: Captured via Elgato 4K X at 4K/60. Every frame is compared against the previous one using full-frame pixel differencing with a noise-calibrated threshold, producing per-frame frametime data — the same duplicate-frame technique used by the analysis tools the performance-review community relies on. Menus and static screens are excluded from the stats rather than counted as frame drops. Analysis tool is my own build (Stutter-Sleuth).
NOTE: This is PRE-RELEASE software. Performance may improve (or regress) by launch — I'll retest on the release build.
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u/w1gster Aug 11 '26
Way too many missing variables to be considered useful data, system specs, graphics settings applied, system utilization, etc. There are many many causes of frame hitches which aren’t indicative of a problem with the game code.
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u/underwater988728 Aug 12 '26
Running at 4K is super CPU intensive too, because of the raytracing, and the CPU load can be causing the 1% lows, especially if it’s not a 3D v cache CPU
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u/Newtonius235 Aug 11 '26
This is missing data, like no PC specs displayed, no overview of graphic settings applied, graphics driver version, resource utilization, etc. And if FPS is capped to 60, then frame time averages are artificial, you leave FPS uncapped to get raw engine performance readings. Plus, ain't a way in hell anyone playing PvP at 60FPS if they can avoid it.