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github-actions[bot] edited this page Oct 7, 2026 · 1 revision

Open Games ▸ a game ▸ Sessions: one row per session. Double-click a row (or press Open) for the session's summary. The Dashboard lists your most recent sessions too.

N/A means "not measured"

A value FrameLedger could not measure reads N/A — never 0, and never an estimate. A session that was only recorded (T2) has N/A for everything that needs hooking, and says why.

Frame rate

  • When frame generation was measured, the game's own frames and the frames you saw are shown together: 62 → 118 FPS (×1.9 FG). If frame generation changed during the session (menus, loading screens, a settings change), the figures are for the state that lasted longest, with the share of the session it covers: (×1.9 FG · 75%).
  • When it could not be measured, you see Presented FPS with a sentence saying whether generated frames could be included in it. FrameLedger never shows a single number that may count generated frames as the game's own.
  • 1% low and 0.1% low are the frame rate of the slowest 1% and 0.1% of frames: the further they fall below the average, the less smooth the game felt. Stutter counts frames that took much longer than the frames around them, and the share of time they took.
  • Time below 60 FPS (with below 30 and display under your monitor's refresh rate beneath it) is how much of the session ran slower than that. A game held at its limit is not counted as dropping below it for the tiny wobble every frame limit has. Frame to frame is how much one frame's time differs from the next: lower is smoother.
  • VSync is how many frames asked to wait for the display, and tearing allowed how many did not mind tearing — what the game asked; your graphics driver can still override it.
  • GPU clocks, the fan and the video memory's temperature are the card's own readings. GPU held back says how much of the time its power limit or its temperature slowed it down (NVIDIA cards only). Frames per watt is the game's own frames per second for each watt the graphics card drew — generated frames never count.

Memory

  • VRAM (this game) is the game's own video memory — what Task Manager's Details tab calls Dedicated GPU memory for the game's process. RAM (this game) is its Memory (private working set). Both are read from Windows once a second, from outside the game, whether or not the game was hooked.
  • The median is the typical level during the session; the peak is the highest it reached.
  • VRAM, whole graphics card and RAM in use, whole PC count everything else running too, so they are usually much higher.
  • Statistics per series, at the bottom of the summary, lists the mean, median, minimum and peak of every sensor.

Ray tracing

Ray tracing, path tracing and ray reconstruction read Yes, No or N/A. Ray tracing is measured on DirectX 12 games; path tracing is never stated as a fact, because nothing in a game's calls says so. Click a chip to correct it by hand — your correction is labelled as yours.

Charts

  • Frametime — how long each frame took. Spikes are stutters.
  • Distribution — how often each frame rate occurred.
  • Render scale — the share of the screen's resolution the game rendered at before upscaling (100% means no upscaling), and when it changed.
  • Sensors — temperatures, load and power; video memory; memory; and the card's clocks and fan, with the moments it was held back shaded. The game's own line and the whole card's or the whole PC's are drawn separately.
  • Trend (on the game's page) — one point per session over time, for example before and after a driver update. Changes to your hardware or driver are marked on it.
  • Compare (in the navigation on the left) — pick sessions, even of different games, and see them side by side.

To look closer, hold Ctrl and turn the mouse wheel over a chart to zoom, drag to pan, and double-click to reset. The wheel alone scrolls the page.

Export

The summary's Export CSV, Export JSON and Export PNG buttons — or File ▸ Export — save a session to a file. Read Your data before you share one.

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