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Words FrameLedger uses

github-actions[bot] edited this page Oct 14, 2026 · 7 revisions

What the words on FrameLedger's screens mean, in alphabetical order. How each figure is computed is in the developers' metrics document.

  • 0.1% low, 1% low — the frame rate of the game's slowest 0.1% and 1% of frames. The further they fall below the average, the less smooth the game felt. They need 10,000 and 1,000 of the game's own frames.
  • Agent (the capture agent) — the program FrameLedger runs in the background, with your normal rights, that notices a game starting and records it.
  • Anti-cheat finding — what FrameLedger's anti-cheat check found for a game: a component loaded into it, a file or folder of it, or the game itself on a list. A game with a finding is not hooked (Anti-cheat and safety).
  • Bug bundle — the zip Help ▸ Report a bug… writes on your PC. Nothing is sent by FrameLedger.
  • Compare — two to five sessions side by side, from any of your games.
  • Disable all hooking — the switch that stops every game from being hooked at once, whatever each game's own switch says. Sessions are still recorded.
  • Displayed FPS — the frames you saw, generated frames included.
  • FG factor — Displayed FPS divided by Native FPS, shown as ×1.9 FG.
  • FPS — frames per second over the time measured.
  • Frame generation — the technology (DLSS Frame Generation, FSR Frame Generation) that inserts frames the game did not render itself.
  • Frame time — how long one frame took, in milliseconds.
  • Frame to frame — how much one frame's time differs from the next. Lower is smoother.
  • Frames per watt — the game's own frames per second for each watt the graphics card drew.
  • GPU held back — how much of the time the card's power limit or its temperature slowed it down. NVIDIA cards only.
  • Hooking — loading FrameLedger's small component into a game to measure it. Off for every game until you switch it on for that game.
  • Ledger — the one database file that holds your library and sessions, %LOCALAPPDATA%\FrameLedger\ledger.db.
  • N/A — not measured. Never 0, and never an estimate.
  • Native FPS — the frames the game rendered itself.
  • Overlay build — the version of the component that hooking loads into a game. It draws nothing on your screen.
  • Override — your own Yes, No or N/A for a ray-tracing chip. The measured value is kept, and yours is marked as yours.
  • Presented FPS — every frame the game handed to Windows, shown when frame generation could not be measured, with a note saying whether generated frames could be among them.
  • RAM (this game) — the game's own memory, what Task Manager's Details tab shows as its private working set.
  • Ray tracing, Path tracing, Ray reconstruction — read Yes, No or N/A. Ray tracing is measured on DirectX 12 games; path tracing is never stated as a fact.
  • Render scale — the share of the screen's resolution the game drew at before upscaling. 100% means no upscaling.
  • Session — one run of a game, from its start to its end. A session shorter than 30 seconds is not kept.
  • Steady state — when frame generation changed during a 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%.
  • Stutter — frames that took more than twice as long as the frames around them, counted, with the share of time they took.
  • T1 — a measured session. T2 — a session that was only recorded: how long you played, your PC's sensors and the game's memory, with every frame figure N/A.
  • Tags and notes — what you write on a session's summary.
  • Telemetry source — which sensor readers work on this PC: l1 is Windows itself, lhm is LibreHardwareMonitor, nvapi is NVIDIA's own.
  • Time below 60 FPS — how much of the session ran slower than 60 frames per second (and below 30, and below your display's refresh rate), not counting the tiny wobble of a game held at its frame limit.
  • Trend — one point per measured session over time, on a game's page.
  • Upscaler — the technology that draws the game at a lower resolution and scales it up (DLSS, FSR).
  • User-mode exception — the one way to hook a game where anti-cheat was found: only an anti-cheat that runs entirely inside the game, one game at a time, after a warning. Its first two sessions are a trial.
  • Viewer — FrameLedger opened over a copy of a data folder: no agent, nothing recorded, nothing changed.
  • VRAM (this game) — the game's own video memory, what Task Manager shows as its Dedicated GPU memory.
  • VSync — how many frames asked to wait for the display; tearing allowed, how many did not mind tearing. It is what the game asked: your graphics driver can override it.
  • Vulkan layer — the component that measures Vulkan games, used only when FrameLedger starts a game itself.

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