The Core Principle
Instead of claiming exact benchmark results that vary wildly by driver version, OS settings, background processes, and scene complexity, we give you honest ranges: minimum, average, and maximum FPS — plus a 1% Low for frametime stability.
Hardware Tier System
Every CPU and GPU in our database is assigned a performance tier from very-low to enthusiast. Tiers are derived from real gaming benchmark aggregates and relative performance indices.
| Tier | CPU Examples | GPU Examples | Avg FPS Score |
|---|---|---|---|
| Very Low | Core 2 Duo, Atom | Intel HD 2000, GT 710 | ~8 |
| Low | i3-3xxx, Pentium G | Intel HD 4000, GT 1030 | ~20 |
| Entry | i5-4xxx, Ryzen 3 1xxx | GTX 1050, RX 560 | ~45 |
| Mid | i5-9600K, Ryzen 5 3600 | GTX 1660, RX 5600 XT | ~75 |
| Upper Mid | i7-10700, Ryzen 7 5800X | RTX 3060 Ti, RX 6700 XT | ~115 |
| High | i9-12900K, Ryzen 9 7900X | RTX 4070, RX 7800 XT | ~165 |
| Enthusiast | i9-14900KS, Ryzen 9 7950X | RTX 4090, RX 7900 XTX | ~240 |
FPS Calculation Model
The base FPS calculation combines CPU and GPU constraints, then applies scaling penalties:
- GPU Score: Base GPU tier score, scaled by resolution multiplier (720p = 1.45×, 1080p = 1.0×, 1440p = 0.65×, 4K = 0.38×) and quality preset (Low = 1.35×, Ultra = 0.55×)
- CPU Score: Base CPU tier score, scaled by the game's CPU-weight factor (CPU-bound games like CS2 weight CPU more heavily)
- Constraint Binding: Effective FPS = min(GPU effective FPS, CPU effective FPS). The lower limiter defines the result.
- RAM Penalty: If system RAM < minimum requirement, progressive performance penalty applied (up to −40%)
- VRAM Penalty: If GPU VRAM < minimum VRAM, paging penalty applied (up to −50% at very low VRAM)
- Upscaling Multipliers: DLSS Quality/Performance/Ultra-Performance, FSR, and XeSS each have separate multipliers per GPU type
- Ray Tracing Penalty: Off / Low / Medium / Ultra each deduct a preset fraction from the GPU effective FPS
Can I Run It? — Verdict Logic
Each component (CPU, GPU, RAM, VRAM, Storage) gets an individual verdict:
- PASS — Hardware meets or exceeds the game's recommended requirements
- BORDERLINE — Hardware is between minimum and recommended
- FAIL — Hardware is below the game's minimum requirements
The overall verdict is the worst individual verdict. If even one component fails, the overall is "Not Recommended".
Bottleneck Analysis
Bottleneck percentage represents how much headroom exists on each component relative to the constraint:
- If GPU effective FPS is significantly lower than CPU effective FPS: GPU-Limited (GPU bottleneck)
- If CPU effective FPS limits before GPU can be fully utilized: CPU-Limited (CPU bottleneck)
- If RAM is the limiting factor via the penalty system: RAM-Limited
- If both are within ~15% of each other: Well Balanced
Unknown Hardware (Manual Profiles)
When your specific CPU or GPU isn't in our database, you can enter a manual hardware profile — choosing core count, approximate performance tier, and VRAM. We generate a synthetic CpuEntry/GpuEntry that passes through the same calculation engine. These results are always marked with:
Confidence Levels
| Level | When |
|---|---|
| High | Both CPU and GPU found in database, game has full requirement data |
| Medium | Hardware found but game req data is partial |
| Low | One or more hardware items uses a manual/approximate profile |
| Very Low | Both CPU and GPU are manual profiles |