The plain-English version
The number of rendered game images produced each second, commonly expressed as frames per second or FPS.
Why it matters
It describes visual update frequency, while frame-time measurements help explain uneven delivery and pauses.
Let’s make it click
A game may render smoothly at one setting yet produce occasional long frames when entering a new area.
Vibe Bro’s heads-up
A high average FPS can conceal severe stutter, and increasing rendering FPS does not fix incorrect simulation rules.
The docs behind it
- Epic Games — frame time, performance budgets, and profiling
- Godot — idle processing, physics ticks, and delta time
Documentation links checked .
Editorial review · October 28, 2026
Supported: Rendered FPS and irregular frame delivery are distinguished correctly. The stutter example is hypothetical, not a measured performance claim.