Glossary

Graphics and Performance Terms Explained

Plain definitions of frame rate, resolution, anti-aliasing, V-sync, refresh rate, upscaling and other graphics settings, with checked examples of the arithmetic.

On this page
  1. What these settings control
  2. Frame rate and frame time
  3. Refresh rate and screen tearing
  4. Resolution and aspect ratio
  5. Smoothing edges and sharpening: anti-aliasing and upscaling
  6. Detail settings
  7. Loading and memory
  8. Choosing settings

What these settings control

A game’s options menu can look like a wall of jargon, but most graphics settings trade visual quality against smoothness. A device can only do so much work each second, so improving one thing usually costs something else. Understanding the terms makes it easier to adjust graphics settings sensibly instead of guessing.

The results depend heavily on your hardware, your display and the particular game, so treat the advice below as general.

Frame rate and frame time

Frame rate is how many separate images the game draws each second, usually written as FPS (frames per second). A higher rate generally looks smoother and feels more responsive. Many games target 30 or 60 FPS, and some displays and games support 120 or more.

Frame time is the other side of the same idea: how long each frame takes. You can convert it with simple arithmetic, dividing 1,000 milliseconds by the frame rate:

  • 30 FPS is about 33.3 milliseconds per frame.
  • 60 FPS is about 16.7 milliseconds per frame.
  • 120 FPS is about 8.3 milliseconds per frame.

Frame time is useful because an average frame rate can hide trouble. Stutter happens when a few frames take far longer than the rest, so the game feels uneven even though the average looks fine. A steady 30 FPS can feel smoother than a rate that swings between 30 and 60. Finding these problems is the job of performance profiling.

Refresh rate and screen tearing

Refresh rate belongs to the display, not the game. It is how many times per second the screen updates, measured in hertz (Hz). A 60 Hz display refreshes 60 times each second. If the game produces frames at a different pace, the display may show parts of two frames at once, an artifact called screen tearing.

  • V-sync (vertical sync) holds frames until the display is ready, which prevents tearing. It can add input delay and may cause the frame rate to drop to a lower steady value.
  • Adaptive sync is a family of display technologies that let the screen follow the game’s frame rate within a range, reducing tearing without the same penalties. Support depends on both the display and the graphics hardware.

Resolution and aspect ratio

Resolution is the number of pixels in the image, given as width by height. A 1920 by 1080 image contains 2,073,600 pixels. A 3840 by 2160 image (often called 4K) contains 8,294,400 pixels, which is exactly four times as many. That is why raising resolution can demand much more from the hardware, since the game must compute and shade roughly four times as many pixels.

Aspect ratio is the proportion of width to height, such as 16:9. Wider displays may show more of the scene to the sides, or may stretch or crop it if a game does not support them.

Native resolution is the display’s own pixel grid. Running a game at a different resolution usually looks softer because the image must be scaled.

Smoothing edges and sharpening: anti-aliasing and upscaling

Diagonal lines on a pixel grid can look jagged, an effect called aliasing. Anti-aliasing reduces it. Common approaches differ in cost and effect:

  • Supersampling renders at a higher resolution and shrinks the result. It is effective but demanding.
  • Multisample anti-aliasing (MSAA) smooths mainly the edges of shapes at a lower cost than full supersampling.
  • Post-process methods blur or analyze the finished image. They are cheap but can soften fine detail.
  • Temporal anti-aliasing uses information from previous frames. It can look smooth, though it sometimes produces blur or ghosting.

Upscaling renders at a lower internal resolution and then enlarges the image, often with smart processing, to save performance. Quality varies by method and game, and it is a trade-off, not free speed.

Detail settings

  • Texture quality: The sharpness of surface images. It mostly uses video memory (VRAM), so lowering it helps if memory is short.
  • Shadow quality: The detail and distance of shadows. It is often one of the more costly settings.
  • Draw distance: How far away objects are still rendered. Lower values can cause objects to pop into view.
  • Level of detail (LOD): Swapping complex models for simpler ones as they get farther away. Art choices such as low-poly models rely on similar thinking.
  • Ambient occlusion: Subtle darkening in creases and corners that adds depth.
  • Ray tracing: A lighting technique that simulates how light travels. It can improve reflections and shadows but needs powerful graphics processing.
  • Particle effects: The quality and number of sparks, smoke and similar elements.
  • Motion blur and depth of field: Camera-style effects that some players like and others turn off.
  • Field of view (FOV): How wide an angle of the world you see. A very narrow or very wide view can feel uncomfortable, so comfort settings often include this option.

Loading and memory

Load time is how long a game takes to start or move to a new area. Streaming loads parts of the world while you play instead of all at once. VRAM is the memory on the graphics card or the shared memory used for graphics, and running out of it often causes stutter.

Choosing settings

A practical approach is to start from a preset such as low, medium, high or ultra, then adjust one setting at a time. If the frame rate is the problem, lower shadow quality and resolution scaling first, as these are often costly. If a game looks blurry, check upscaling and the anti-aliasing method. Test changes in a typical scene, not a quiet menu. Also remember that cloud services add network delay on top of any local settings, which is a separate topic from the options above.

Accessibility options may also be listed here, including colorblind modes and reduced motion, so look through the full menu before you decide you have seen every useful setting.

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