MSI’s first gaming handheld, combining Intel Core Ultra performance with Hall Effect controls and Thunderbolt 4.
Presets
12
Benchmarks
30
Tested games
6
Resolutions
2

Operating system
Windows 11
Processor
Intel Core Ultra 7 155H
Memory
16GB LPDDR5-6400
Display
7 inch
Battery
53 Wh
Weight
675 g
Hardware
Operating system
Windows 11
Processor
Intel Core Ultra 7 155H
Memory
16GB LPDDR5-6400
Storage
512GB / 1TB PCIe 4.0 NVMe SSD
Display size
7 inch
Resolution
1920 x 1080
Refresh rate
120Hz VRR
Battery
53 Wh
Weight
675 g
Atlas data
Tested games
6
Resolutions
2
Published presets
12
Published benchmarks
30
Device profile
Performance data and presets shown below are loaded directly from the live HandheldAtlas database.
Game settings
GamersNexus tested Cyberpunk 2077 v2.12 on the MSI Claw A1M Core Ultra 7 155H in its stock Super Battery profile on battery (DC PL1 20W / PL2 20W). The benchmark used 1280 × 720, DirectX 12 and the Low in-game preset, with Intel XeSS 1.2 Quality at a 66% horizontal and vertical source scale, while framerate caps and variable-refresh features were disabled and tearing was allowed. The named global preset is directly selectable; GamersNexus did not separately expand every individual sub-setting. The published chart reports 28.9 FPS average, a 5.7 FPS 1% low and a 3.8 FPS 0.1% low. VRAM allocation, exact driver and OS builds, test route, capture tool, capture duration and run count were not published and remain unspecified.
Confidence 71/100 · 0 confirmed
Resolution
1280 × 720
TDP
20W
Average
28.9 FPS
1% Low
5.7 FPS
Default: The source chart labels this exact handheld configuration. | Why: Fixes the hardware represented by the result. | Problem: mismatched device target | FPS: Hardware-dependent | Visual: Indirect | Restart: Not applicable
Default: This is the hardware variant represented by the source. | Why: Prevents mixing lower-spec or later-generation models. | Problem: model mismatch | FPS: Hardware-dependent | Visual: Indirect | Restart: Not applicable
Default: The source row identifies this processor class. | Why: Separates materially different handheld variants. | Problem: APU mismatch | FPS: Hardware-dependent | Visual: Indirect | Restart: Not applicable
Default: The tested handheld uses this physical memory configuration. | Why: Records system memory without inventing an unreported VRAM allocation. | Problem: memory mismatch | FPS: Hardware-dependent | Visual: Indirect | Restart: Not applicable
Default: The tested handheld is a Windows 11 device; the exact build was not published. | Why: Preserves the OS family without fabricating a version. | Problem: OS mismatch | FPS: Software-dependent | Visual: Indirect | Restart: Not applicable
GamersNexus tested Cyberpunk 2077 v2.12 on the MSI Claw A1M Core Ultra 7 155H in its stock Balanced profile on battery (DC PL1 30W / PL2 30W). The benchmark used 1280 × 720, DirectX 12 and the Low in-game preset, with Intel XeSS 1.2 Quality at a 66% horizontal and vertical source scale, while framerate caps and variable-refresh features were disabled and tearing was allowed. The named global preset is directly selectable; GamersNexus did not separately expand every individual sub-setting. The published chart reports 30.2 FPS average, a 6.1 FPS 1% low and a 3.2 FPS 0.1% low. VRAM allocation, exact driver and OS builds, test route, capture tool, capture duration and run count were not published and remain unspecified.
Confidence 71/100 · 0 confirmed
Resolution
1280 × 720
TDP
30W
Average
30.2 FPS
1% Low
GamersNexus tested Cyberpunk 2077 v2.12 on the MSI Claw A1M Core Ultra 7 155H in its stock Performance (Extreme Performance) profile on battery (DC PL1 35W / PL2 35W). The benchmark used 1280 × 720, DirectX 12 and the Low in-game preset, with Intel XeSS 1.2 Quality at a 66% horizontal and vertical source scale, while framerate caps and variable-refresh features were disabled and tearing was allowed. The named global preset is directly selectable; GamersNexus did not separately expand every individual sub-setting. The published chart reports 30.5 FPS average, a 6.0 FPS 1% low and a 3.1 FPS 0.1% low. VRAM allocation, exact driver and OS builds, test route, capture tool, capture duration and run count were not published and remain unspecified.
Confidence 71/100 · 0 confirmed
Resolution
1280 × 720
TDP
35W
Average
30.5 FPS
GamersNexus tested Resident Evil 4 on the MSI Claw A1M Core Ultra 7 155H in its stock Super Battery profile on battery (DC PL1 20W / PL2 20W). The benchmark used 1280 × 720, DirectX 12 and the Prioritize Performance in-game preset, with AMD FSR 2 Quality, while framerate caps and variable-refresh features were disabled and tearing was allowed. The named global preset is directly selectable; GamersNexus did not separately expand every individual sub-setting. The published chart reports 49.8 FPS average, a 27.5 FPS 1% low and a 20.1 FPS 0.1% low. VRAM allocation, exact driver and OS builds, test route, capture tool, capture duration and run count were not published and remain unspecified.
Confidence 71/100 · 0 confirmed
Resolution
1280 × 720
TDP
20W
Average
49.8 FPS
1% Low
GamersNexus tested Resident Evil 4 on the MSI Claw A1M Core Ultra 7 155H in its stock Balanced profile on battery (DC PL1 30W / PL2 30W). The benchmark used 1280 × 720, DirectX 12 and the Prioritize Performance in-game preset, with AMD FSR 2 Quality, while framerate caps and variable-refresh features were disabled and tearing was allowed. The named global preset is directly selectable; GamersNexus did not separately expand every individual sub-setting. The published chart reports 59.3 FPS average, a 28.8 FPS 1% low and a 14.5 FPS 0.1% low. VRAM allocation, exact driver and OS builds, test route, capture tool, capture duration and run count were not published and remain unspecified.
Confidence 71/100 · 0 confirmed
Resolution
1280 × 720
TDP
30W
Average
59.3 FPS
1% Low
GamersNexus tested Resident Evil 4 on the MSI Claw A1M Core Ultra 7 155H in its stock Performance (Extreme Performance) profile on battery (DC PL1 35W / PL2 35W). The benchmark used 1280 × 720, DirectX 12 and the Prioritize Performance in-game preset, with AMD FSR 2 Quality, while framerate caps and variable-refresh features were disabled and tearing was allowed. The named global preset is directly selectable; GamersNexus did not separately expand every individual sub-setting. The published chart reports 59.0 FPS average, a 21.9 FPS 1% low and a 5.2 FPS 0.1% low. VRAM allocation, exact driver and OS builds, test route, capture tool, capture duration and run count were not published and remain unspecified.
Confidence 71/100 · 0 confirmed
Resolution
1280 × 720
TDP
35W
Average
59 FPS
1% Low
GamersNexus tested Baldur's Gate 3 on the MSI Claw A1M Core Ultra 7 155H in its stock Super Battery profile on battery (DC PL1 20W / PL2 20W). The benchmark used 1280 × 720, DirectX 11 and the Low in-game preset, with AMD FSR 2.2 Balanced, while framerate caps and variable-refresh features were disabled and tearing was allowed. The named global preset is directly selectable; GamersNexus did not separately expand every individual sub-setting. The published chart reports 29.2 FPS average, a 9.6 FPS 1% low and a 5.0 FPS 0.1% low. VRAM allocation, exact driver and OS builds, test route, capture tool, capture duration and run count were not published and remain unspecified.
Confidence 71/100 · 0 confirmed
Resolution
1280 × 720
TDP
20W
Average
29.2 FPS
1% Low
GamersNexus tested Baldur's Gate 3 on the MSI Claw A1M Core Ultra 7 155H in its stock Balanced profile on battery (DC PL1 30W / PL2 30W). The benchmark used 1280 × 720, DirectX 11 and the Low in-game preset, with AMD FSR 2.2 Balanced, while framerate caps and variable-refresh features were disabled and tearing was allowed. The named global preset is directly selectable; GamersNexus did not separately expand every individual sub-setting. The published chart reports 34.1 FPS average, a 9.2 FPS 1% low and a 3.8 FPS 0.1% low. VRAM allocation, exact driver and OS builds, test route, capture tool, capture duration and run count were not published and remain unspecified.
Confidence 71/100 · 0 confirmed
Resolution
1280 × 720
TDP
30W
Average
34.1 FPS
1% Low
GamersNexus tested Baldur's Gate 3 on the MSI Claw A1M Core Ultra 7 155H in its stock Performance (Extreme Performance) profile on battery (DC PL1 35W / PL2 35W). The benchmark used 1280 × 720, DirectX 11 and the Low in-game preset, with AMD FSR 2.2 Balanced, while framerate caps and variable-refresh features were disabled and tearing was allowed. The named global preset is directly selectable; GamersNexus did not separately expand every individual sub-setting. The published chart reports 34.4 FPS average, a 10.0 FPS 1% low and a 4.1 FPS 0.1% low. VRAM allocation, exact driver and OS builds, test route, capture tool, capture duration and run count were not published and remain unspecified.
Confidence 71/100 · 0 confirmed
Resolution
1280 × 720
TDP
35W
Average
34.4 FPS
1% Low
GamersNexus tested Red Dead Redemption 2 on the MSI Claw A1M Core Ultra 7 155H in its stock Super Battery profile on battery (DC PL1 20W / PL2 20W). The benchmark used 1280 × 720, Vulkan and the Favor Performance in-game preset, while framerate caps and variable-refresh features were disabled and tearing was allowed. The named global preset is directly selectable; GamersNexus did not separately expand every individual sub-setting. Its earlier write-up of the same 720p Favor Performance benchmark explicitly states that the test runs without help from upscaling. The published chart reports 55.0 FPS average, a 35.3 FPS 1% low and a 28.2 FPS 0.1% low. VRAM allocation, exact driver and OS builds, test route, capture tool, capture duration and run count were not published and remain unspecified.
Confidence 71/100 · 0 confirmed
Resolution
1280 × 720
TDP
20W
Average
55 FPS
GamersNexus tested Red Dead Redemption 2 on the MSI Claw A1M Core Ultra 7 155H in its stock Balanced profile on battery (DC PL1 30W / PL2 30W). The benchmark used 1280 × 720, Vulkan and the Favor Performance in-game preset, while framerate caps and variable-refresh features were disabled and tearing was allowed. The named global preset is directly selectable; GamersNexus did not separately expand every individual sub-setting. Its earlier write-up of the same 720p Favor Performance benchmark explicitly states that the test runs without help from upscaling. The published chart reports 61.4 FPS average, a 41.1 FPS 1% low and a 36.7 FPS 0.1% low. VRAM allocation, exact driver and OS builds, test route, capture tool, capture duration and run count were not published and remain unspecified.
Confidence 71/100 · 0 confirmed
Resolution
1280 × 720
TDP
30W
Average
61.4 FPS
GamersNexus tested Red Dead Redemption 2 on the MSI Claw A1M Core Ultra 7 155H in its stock Performance (Extreme Performance) profile on battery (DC PL1 35W / PL2 35W). The benchmark used 1280 × 720, Vulkan and the Favor Performance in-game preset, while framerate caps and variable-refresh features were disabled and tearing was allowed. The named global preset is directly selectable; GamersNexus did not separately expand every individual sub-setting. Its earlier write-up of the same 720p Favor Performance benchmark explicitly states that the test runs without help from upscaling. The published chart reports 61.9 FPS average, a 42.0 FPS 1% low and a 36.7 FPS 0.1% low. VRAM allocation, exact driver and OS builds, test route, capture tool, capture duration and run count were not published and remain unspecified.
Confidence 71/100 · 0 confirmed
Resolution
1280 × 720
TDP
35W
Average
61.9 FPS
Performance data
Dying Light 2 Stay Human: Reloaded Edition
External benchmark · GamersNexus
Average FPS
48.8
See the test notes for reported graphics settings.
Test date not reported · Added to Atlas Sep 9, 2026
Historical benchmark originally published as video on 2024-04-14 and adapted to the linked article on 2024-05-02. Settings: DirectX 12, Low preset, async compute enabled, XeSS Quality; framerate caps and variable refresh disabled, tearing allowed. Battery power was used unless the profile explicitly says wall power; stock manufacturer profiles were retained. Values are read from the matching GamersNexus chart: measured average FPS, 1% low and 0.1% low. Exact test date, capture tool and duration, run count, game build, driver, OS and VRAM allocation are not documented; unavailable fields remain blank. Source checking on 2026-09-09 is not a new hardware test.
Source checked Sep 9, 2026. Checking a source is not a new performance test.
Dying Light 2 Stay Human: Reloaded Edition
External benchmark · GamersNexus
Average FPS
31.3
See the test notes for reported graphics settings.
Test date not reported · Added to Atlas Sep 9, 2026
Historical benchmark originally published as video on 2024-04-14 and adapted to the linked article on 2024-05-02. Settings: DirectX 12, Low preset, async compute enabled, XeSS Quality; framerate caps and variable refresh disabled, tearing allowed. Battery power was used unless the profile explicitly says wall power; stock manufacturer profiles were retained. Values are read from the matching GamersNexus chart: measured average FPS, 1% low and 0.1% low. Exact test date, capture tool and duration, run count, game build, driver, OS and VRAM allocation are not documented; unavailable fields remain blank. Source checking on 2026-09-09 is not a new hardware test.
Dying Light 2 Stay Human: Reloaded Edition
External benchmark · GamersNexus
Average FPS
35.2
See the test notes for reported graphics settings.
Test date not reported · Added to Atlas Sep 9, 2026
Historical benchmark originally published as video on 2024-04-14 and adapted to the linked article on 2024-05-02. Settings: DirectX 12, Low preset, async compute enabled, XeSS Quality; framerate caps and variable refresh disabled, tearing allowed. Battery power was used unless the profile explicitly says wall power; stock manufacturer profiles were retained. Values are read from the matching GamersNexus chart: measured average FPS, 1% low and 0.1% low. Exact test date, capture tool and duration, run count, game build, driver, OS and VRAM allocation are not documented; unavailable fields remain blank. Source checking on 2026-09-09 is not a new hardware test.
Dying Light 2 Stay Human: Reloaded Edition
External benchmark · GamersNexus
Average FPS
35.4
See the test notes for reported graphics settings.
Test date not reported · Added to Atlas Sep 9, 2026
Historical benchmark originally published as video on 2024-04-14 and adapted to the linked article on 2024-05-02. Settings: DirectX 12, Low preset, async compute enabled, XeSS Quality; framerate caps and variable refresh disabled, tearing allowed. Battery power was used unless the profile explicitly says wall power; stock manufacturer profiles were retained. Values are read from the matching GamersNexus chart: measured average FPS, 1% low and 0.1% low. Exact test date, capture tool and duration, run count, game build, driver, OS and VRAM allocation are not documented; unavailable fields remain blank. Source checking on 2026-09-09 is not a new hardware test.
Dying Light 2 Stay Human: Reloaded Edition
External benchmark · GamersNexus
Average FPS
39.5
See the test notes for reported graphics settings.
Test date not reported · Added to Atlas Sep 9, 2026
Historical benchmark originally published as video on 2024-04-14 and adapted to the linked article on 2024-05-02. Settings: DirectX 12, Low preset, async compute enabled, XeSS Quality; framerate caps and variable refresh disabled, tearing allowed. Battery power was used unless the profile explicitly says wall power; stock manufacturer profiles were retained. Values are read from the matching GamersNexus chart: measured average FPS, 1% low and 0.1% low. Exact test date, capture tool and duration, run count, game build, driver, OS and VRAM allocation are not documented; unavailable fields remain blank. Source checking on 2026-09-09 is not a new hardware test.
Dying Light 2 Stay Human: Reloaded Edition
External benchmark · GamersNexus
Average FPS
48.1
See the test notes for reported graphics settings.
Test date not reported · Added to Atlas Sep 9, 2026
Historical benchmark originally published as video on 2024-04-14 and adapted to the linked article on 2024-05-02. Settings: DirectX 12, Low preset, async compute enabled, XeSS Quality; framerate caps and variable refresh disabled, tearing allowed. Battery power was used unless the profile explicitly says wall power; stock manufacturer profiles were retained. Values are read from the matching GamersNexus chart: measured average FPS, 1% low and 0.1% low. Exact test date, capture tool and duration, run count, game build, driver, OS and VRAM allocation are not documented; unavailable fields remain blank. Source checking on 2026-09-09 is not a new hardware test.
Default: This is the native panel resolution of the tested handheld. | Why: Distinguishes panel capability from the 720p render target. | Problem: display mismatch | FPS: None for the fixed test target | Visual: Indirect | Restart: Not applicable
Default: This is the panel refresh capability of the tested handheld. | Why: Records device capability without claiming an unreported selected refresh rate. | Problem: display mismatch | FPS: None for the published measurement | Visual: Indirect | Restart: Not applicable
Default: GamersNexus used this stock manufacturer profile for the chart row. | Why: Reproduces the named operating mode. | Problem: non-comparable power profile | FPS: High impact | Visual: Indirect | Restart: No
Default: The chart and manufacturer profile table define this battery power target. | Why: Preserves the exact tested power budget. | Problem: non-comparable TDP or PL limit | FPS: High impact | Visual: Indirect | Restart: No
Default: GamersNexus used battery power unless a row is explicitly marked otherwise. | Why: Keeps the handheld in the published operating state. | Problem: wall-power boost mismatch | FPS: High impact | Visual: None | Restart: No
Default: The methodology used manufacturer-defined profiles only. | Why: Avoids unreported manual clock or power tuning. | Problem: hidden manual tuning | FPS: High impact | Visual: None | Restart: No
Default: GamersNexus used 1280 × 720 for this chart. | Why: Matches the fixed cross-device render target. | Problem: resolution mismatch | FPS: High impact | Visual: High impact | Restart: No
Default: 1280 × 720 is a 16:9 target. | Why: Preserves the source framing. | Problem: framing or scaling mismatch | FPS: Low impact | Visual: Medium impact | Restart: No
Default: All framerate caps were disabled in the published method. | Why: Allows unrestricted measurement. | Problem: capped benchmark output | FPS: High impact | Visual: None | Restart: No
Default: Variable-refresh features were disabled for all gaming tests. | Why: Keeps comparison conditions fixed. | Problem: inconsistent synchronization state | FPS: Measurement-dependent | Visual: Low impact | Restart: No
Default: The source explicitly allowed tearing. | Why: Matches the uncapped measurement method. | Problem: synchronization mismatch | FPS: Measurement-dependent | Visual: Medium impact | Restart: No
Default: The source baseline is uncapped and allows tearing. | Why: V-Sync must remain disabled to reproduce that behavior. | Problem: hidden refresh-rate cap | FPS: High impact | Visual: Medium impact | Restart: No
Default: GamersNexus standardized these chart rows to 720p. | Why: Makes the results directly comparable. | Problem: incomparable device resolution | FPS: High impact | Visual: High impact | Restart: No
Default: This API is named by the source for the game test. | Why: Matches the exact rendering path. | Problem: API mismatch | FPS: Setting-dependent | Visual: Setting-dependent | Restart: Follow the game prompt
Default: This named in-game preset is shown in the benchmark chart. | Why: Selecting it reproduces the complete global graphics baseline without inventing sub-values. | Problem: mismatched graphics baseline | FPS: High impact | Visual: High impact | Restart: Follow the game prompt
Default: This reconstruction method is named for the device in the source chart. | Why: Matches the tested rendering path. | Problem: reconstruction mismatch | FPS: High impact | Visual: High impact | Restart: No
Default: This quality mode is listed by GamersNexus. | Why: Fixes the internal render target. | Problem: quality-mode mismatch | FPS: High impact | Visual: High impact | Restart: No
Default: GamersNexus normalized the source width to 66%. | Why: Matches the exact FSR and XeSS comparison ratio. | Problem: horizontal source-scale mismatch | FPS: High impact | Visual: High impact | Restart: No
Default: GamersNexus normalized the source height to 66%. | Why: Matches the exact FSR and XeSS comparison ratio. | Problem: vertical source-scale mismatch | FPS: High impact | Visual: High impact | Restart: No
Default: The source chart explicitly identifies this game build. | Why: Preserves patch-level context for the result. | Problem: patch mismatch | FPS: Software-dependent | Visual: Software-dependent | Restart: Not applicable
Default: The source chart reports onPresent FPS. | Why: Identifies the presentation-stage stream behind the metrics. | Problem: ambiguous capture statistic | FPS: Measurement only | Visual: None | Restart: Not applicable
Default: The chart publishes all three performance statistics. | Why: Preserves the complete result instead of quoting only average FPS. | Problem: incomplete performance evidence | FPS: Measurement only | Visual: None | Restart: Not applicable
Default: The direct chart is the primary evidence artifact. | Why: Keeps the exact device row and all three values independently inspectable. | Problem: unverifiable performance claim | FPS: Measurement only | Visual: None | Restart: Not applicable
Default: GamersNexus states the original and adapted article publication dates. | Why: Preserves the age and patch context of the evidence. | Problem: missing source date | FPS: Measurement only | Visual: None | Restart: Not applicable
6.1 FPS
Default: The source chart labels this exact handheld configuration. | Why: Fixes the hardware represented by the result. | Problem: mismatched device target | FPS: Hardware-dependent | Visual: Indirect | Restart: Not applicable
Default: This is the hardware variant represented by the source. | Why: Prevents mixing lower-spec or later-generation models. | Problem: model mismatch | FPS: Hardware-dependent | Visual: Indirect | Restart: Not applicable
Default: The source row identifies this processor class. | Why: Separates materially different handheld variants. | Problem: APU mismatch | FPS: Hardware-dependent | Visual: Indirect | Restart: Not applicable
Default: The tested handheld uses this physical memory configuration. | Why: Records system memory without inventing an unreported VRAM allocation. | Problem: memory mismatch | FPS: Hardware-dependent | Visual: Indirect | Restart: Not applicable
Default: The tested handheld is a Windows 11 device; the exact build was not published. | Why: Preserves the OS family without fabricating a version. | Problem: OS mismatch | FPS: Software-dependent | Visual: Indirect | Restart: Not applicable
Default: This is the native panel resolution of the tested handheld. | Why: Distinguishes panel capability from the 720p render target. | Problem: display mismatch | FPS: None for the fixed test target | Visual: Indirect | Restart: Not applicable
Default: This is the panel refresh capability of the tested handheld. | Why: Records device capability without claiming an unreported selected refresh rate. | Problem: display mismatch | FPS: None for the published measurement | Visual: Indirect | Restart: Not applicable
Default: GamersNexus used this stock manufacturer profile for the chart row. | Why: Reproduces the named operating mode. | Problem: non-comparable power profile | FPS: High impact | Visual: Indirect | Restart: No
Default: The chart and manufacturer profile table define this battery power target. | Why: Preserves the exact tested power budget. | Problem: non-comparable TDP or PL limit | FPS: High impact | Visual: Indirect | Restart: No
Default: GamersNexus used battery power unless a row is explicitly marked otherwise. | Why: Keeps the handheld in the published operating state. | Problem: wall-power boost mismatch | FPS: High impact | Visual: None | Restart: No
Default: The methodology used manufacturer-defined profiles only. | Why: Avoids unreported manual clock or power tuning. | Problem: hidden manual tuning | FPS: High impact | Visual: None | Restart: No
Default: GamersNexus used 1280 × 720 for this chart. | Why: Matches the fixed cross-device render target. | Problem: resolution mismatch | FPS: High impact | Visual: High impact | Restart: No
Default: 1280 × 720 is a 16:9 target. | Why: Preserves the source framing. | Problem: framing or scaling mismatch | FPS: Low impact | Visual: Medium impact | Restart: No
Default: All framerate caps were disabled in the published method. | Why: Allows unrestricted measurement. | Problem: capped benchmark output | FPS: High impact | Visual: None | Restart: No
Default: Variable-refresh features were disabled for all gaming tests. | Why: Keeps comparison conditions fixed. | Problem: inconsistent synchronization state | FPS: Measurement-dependent | Visual: Low impact | Restart: No
Default: The source explicitly allowed tearing. | Why: Matches the uncapped measurement method. | Problem: synchronization mismatch | FPS: Measurement-dependent | Visual: Medium impact | Restart: No
Default: The source baseline is uncapped and allows tearing. | Why: V-Sync must remain disabled to reproduce that behavior. | Problem: hidden refresh-rate cap | FPS: High impact | Visual: Medium impact | Restart: No
Default: This API is named by the source for the game test. | Why: Matches the exact rendering path. | Problem: API mismatch | FPS: Setting-dependent | Visual: Setting-dependent | Restart: Follow the game prompt
Default: This named in-game preset is shown in the benchmark chart. | Why: Selecting it reproduces the complete global graphics baseline without inventing sub-values. | Problem: mismatched graphics baseline | FPS: High impact | Visual: High impact | Restart: Follow the game prompt
Default: This reconstruction method is named for the device in the source chart. | Why: Matches the tested rendering path. | Problem: reconstruction mismatch | FPS: High impact | Visual: High impact | Restart: No
Default: This quality mode is listed by GamersNexus. | Why: Fixes the internal render target. | Problem: quality-mode mismatch | FPS: High impact | Visual: High impact | Restart: No
Default: GamersNexus normalized the source width to 66%. | Why: Matches the exact FSR and XeSS comparison ratio. | Problem: horizontal source-scale mismatch | FPS: High impact | Visual: High impact | Restart: No
Default: GamersNexus normalized the source height to 66%. | Why: Matches the exact FSR and XeSS comparison ratio. | Problem: vertical source-scale mismatch | FPS: High impact | Visual: High impact | Restart: No
Default: The source chart reports onPresent FPS. | Why: Identifies the presentation-stage stream behind the metrics. | Problem: ambiguous capture statistic | FPS: Measurement only | Visual: None | Restart: Not applicable
Default: The chart publishes all three performance statistics. | Why: Preserves the complete result instead of quoting only average FPS. | Problem: incomplete performance evidence | FPS: Measurement only | Visual: None | Restart: Not applicable
Default: The direct chart is the primary evidence artifact. | Why: Keeps the exact device row and all three values independently inspectable. | Problem: unverifiable performance claim | FPS: Measurement only | Visual: None | Restart: Not applicable
Default: GamersNexus states the original and adapted article publication dates. | Why: Preserves the age and patch context of the evidence. | Problem: missing source date | FPS: Measurement only | Visual: None | Restart: Not applicable
1% Low
6 FPS
Default: The source chart labels this exact handheld configuration. | Why: Fixes the hardware represented by the result. | Problem: mismatched device target | FPS: Hardware-dependent | Visual: Indirect | Restart: Not applicable
Default: This is the hardware variant represented by the source. | Why: Prevents mixing lower-spec or later-generation models. | Problem: model mismatch | FPS: Hardware-dependent | Visual: Indirect | Restart: Not applicable
Default: The source row identifies this processor class. | Why: Separates materially different handheld variants. | Problem: APU mismatch | FPS: Hardware-dependent | Visual: Indirect | Restart: Not applicable
Default: The tested handheld uses this physical memory configuration. | Why: Records system memory without inventing an unreported VRAM allocation. | Problem: memory mismatch | FPS: Hardware-dependent | Visual: Indirect | Restart: Not applicable
Default: The tested handheld is a Windows 11 device; the exact build was not published. | Why: Preserves the OS family without fabricating a version. | Problem: OS mismatch | FPS: Software-dependent | Visual: Indirect | Restart: Not applicable
Default: This is the native panel resolution of the tested handheld. | Why: Distinguishes panel capability from the 720p render target. | Problem: display mismatch | FPS: None for the fixed test target | Visual: Indirect | Restart: Not applicable
Default: This is the panel refresh capability of the tested handheld. | Why: Records device capability without claiming an unreported selected refresh rate. | Problem: display mismatch | FPS: None for the published measurement | Visual: Indirect | Restart: Not applicable
Default: GamersNexus used this stock manufacturer profile for the chart row. | Why: Reproduces the named operating mode. | Problem: non-comparable power profile | FPS: High impact | Visual: Indirect | Restart: No
Default: The chart and manufacturer profile table define this battery power target. | Why: Preserves the exact tested power budget. | Problem: non-comparable TDP or PL limit | FPS: High impact | Visual: Indirect | Restart: No
Default: GamersNexus used battery power unless a row is explicitly marked otherwise. | Why: Keeps the handheld in the published operating state. | Problem: wall-power boost mismatch | FPS: High impact | Visual: None | Restart: No
Default: The methodology used manufacturer-defined profiles only. | Why: Avoids unreported manual clock or power tuning. | Problem: hidden manual tuning | FPS: High impact | Visual: None | Restart: No
Default: GamersNexus used 1280 × 720 for this chart. | Why: Matches the fixed cross-device render target. | Problem: resolution mismatch | FPS: High impact | Visual: High impact | Restart: No
Default: 1280 × 720 is a 16:9 target. | Why: Preserves the source framing. | Problem: framing or scaling mismatch | FPS: Low impact | Visual: Medium impact | Restart: No
Default: All framerate caps were disabled in the published method. | Why: Allows unrestricted measurement. | Problem: capped benchmark output | FPS: High impact | Visual: None | Restart: No
Default: Variable-refresh features were disabled for all gaming tests. | Why: Keeps comparison conditions fixed. | Problem: inconsistent synchronization state | FPS: Measurement-dependent | Visual: Low impact | Restart: No
Default: The source explicitly allowed tearing. | Why: Matches the uncapped measurement method. | Problem: synchronization mismatch | FPS: Measurement-dependent | Visual: Medium impact | Restart: No
Default: The source baseline is uncapped and allows tearing. | Why: V-Sync must remain disabled to reproduce that behavior. | Problem: hidden refresh-rate cap | FPS: High impact | Visual: Medium impact | Restart: No
Default: This API is named by the source for the game test. | Why: Matches the exact rendering path. | Problem: API mismatch | FPS: Setting-dependent | Visual: Setting-dependent | Restart: Follow the game prompt
Default: This named in-game preset is shown in the benchmark chart. | Why: Selecting it reproduces the complete global graphics baseline without inventing sub-values. | Problem: mismatched graphics baseline | FPS: High impact | Visual: High impact | Restart: Follow the game prompt
Default: This reconstruction method is named for the device in the source chart. | Why: Matches the tested rendering path. | Problem: reconstruction mismatch | FPS: High impact | Visual: High impact | Restart: No
Default: This quality mode is listed by GamersNexus. | Why: Fixes the internal render target. | Problem: quality-mode mismatch | FPS: High impact | Visual: High impact | Restart: No
Default: GamersNexus normalized the source width to 66%. | Why: Matches the exact FSR and XeSS comparison ratio. | Problem: horizontal source-scale mismatch | FPS: High impact | Visual: High impact | Restart: No
Default: GamersNexus normalized the source height to 66%. | Why: Matches the exact FSR and XeSS comparison ratio. | Problem: vertical source-scale mismatch | FPS: High impact | Visual: High impact | Restart: No
Default: The source chart reports onPresent FPS. | Why: Identifies the presentation-stage stream behind the metrics. | Problem: ambiguous capture statistic | FPS: Measurement only | Visual: None | Restart: Not applicable
Default: The chart publishes all three performance statistics. | Why: Preserves the complete result instead of quoting only average FPS. | Problem: incomplete performance evidence | FPS: Measurement only | Visual: None | Restart: Not applicable
Default: The direct chart is the primary evidence artifact. | Why: Keeps the exact device row and all three values independently inspectable. | Problem: unverifiable performance claim | FPS: Measurement only | Visual: None | Restart: Not applicable
Default: GamersNexus states the original and adapted article publication dates. | Why: Preserves the age and patch context of the evidence. | Problem: missing source date | FPS: Measurement only | Visual: None | Restart: Not applicable
27.5 FPS
Default: The source chart labels this exact handheld configuration. | Why: Fixes the hardware represented by the result. | Problem: mismatched device target | FPS: Hardware-dependent | Visual: Indirect | Restart: Not applicable
Default: This is the hardware variant represented by the source. | Why: Prevents mixing lower-spec or later-generation models. | Problem: model mismatch | FPS: Hardware-dependent | Visual: Indirect | Restart: Not applicable
Default: The source row identifies this processor class. | Why: Separates materially different handheld variants. | Problem: APU mismatch | FPS: Hardware-dependent | Visual: Indirect | Restart: Not applicable
Default: The tested handheld uses this physical memory configuration. | Why: Records system memory without inventing an unreported VRAM allocation. | Problem: memory mismatch | FPS: Hardware-dependent | Visual: Indirect | Restart: Not applicable
Default: The tested handheld is a Windows 11 device; the exact build was not published. | Why: Preserves the OS family without fabricating a version. | Problem: OS mismatch | FPS: Software-dependent | Visual: Indirect | Restart: Not applicable
Default: This is the native panel resolution of the tested handheld. | Why: Distinguishes panel capability from the 720p render target. | Problem: display mismatch | FPS: None for the fixed test target | Visual: Indirect | Restart: Not applicable
Default: This is the panel refresh capability of the tested handheld. | Why: Records device capability without claiming an unreported selected refresh rate. | Problem: display mismatch | FPS: None for the published measurement | Visual: Indirect | Restart: Not applicable
Default: GamersNexus used this stock manufacturer profile for the chart row. | Why: Reproduces the named operating mode. | Problem: non-comparable power profile | FPS: High impact | Visual: Indirect | Restart: No
Default: The chart and manufacturer profile table define this battery power target. | Why: Preserves the exact tested power budget. | Problem: non-comparable TDP or PL limit | FPS: High impact | Visual: Indirect | Restart: No
Default: GamersNexus used battery power unless a row is explicitly marked otherwise. | Why: Keeps the handheld in the published operating state. | Problem: wall-power boost mismatch | FPS: High impact | Visual: None | Restart: No
Default: The methodology used manufacturer-defined profiles only. | Why: Avoids unreported manual clock or power tuning. | Problem: hidden manual tuning | FPS: High impact | Visual: None | Restart: No
Default: GamersNexus used 1280 × 720 for this chart. | Why: Matches the fixed cross-device render target. | Problem: resolution mismatch | FPS: High impact | Visual: High impact | Restart: No
Default: 1280 × 720 is a 16:9 target. | Why: Preserves the source framing. | Problem: framing or scaling mismatch | FPS: Low impact | Visual: Medium impact | Restart: No
Default: All framerate caps were disabled in the published method. | Why: Allows unrestricted measurement. | Problem: capped benchmark output | FPS: High impact | Visual: None | Restart: No
Default: Variable-refresh features were disabled for all gaming tests. | Why: Keeps comparison conditions fixed. | Problem: inconsistent synchronization state | FPS: Measurement-dependent | Visual: Low impact | Restart: No
Default: The source explicitly allowed tearing. | Why: Matches the uncapped measurement method. | Problem: synchronization mismatch | FPS: Measurement-dependent | Visual: Medium impact | Restart: No
Default: The source baseline is uncapped and allows tearing. | Why: V-Sync must remain disabled to reproduce that behavior. | Problem: hidden refresh-rate cap | FPS: High impact | Visual: Medium impact | Restart: No
Default: This API is named by the source for the game test. | Why: Matches the exact rendering path. | Problem: API mismatch | FPS: Setting-dependent | Visual: Setting-dependent | Restart: Follow the game prompt
Default: This named in-game preset is shown in the benchmark chart. | Why: Selecting it reproduces the complete global graphics baseline without inventing sub-values. | Problem: mismatched graphics baseline | FPS: High impact | Visual: High impact | Restart: Follow the game prompt
Default: This reconstruction method is named for the device in the source chart. | Why: Matches the tested rendering path. | Problem: reconstruction mismatch | FPS: High impact | Visual: High impact | Restart: No
Default: This quality mode is listed by GamersNexus. | Why: Fixes the internal render target. | Problem: quality-mode mismatch | FPS: High impact | Visual: High impact | Restart: No
Default: The source chart reports onPresent FPS. | Why: Identifies the presentation-stage stream behind the metrics. | Problem: ambiguous capture statistic | FPS: Measurement only | Visual: None | Restart: Not applicable
Default: The chart publishes all three performance statistics. | Why: Preserves the complete result instead of quoting only average FPS. | Problem: incomplete performance evidence | FPS: Measurement only | Visual: None | Restart: Not applicable
Default: The direct chart is the primary evidence artifact. | Why: Keeps the exact device row and all three values independently inspectable. | Problem: unverifiable performance claim | FPS: Measurement only | Visual: None | Restart: Not applicable
Default: GamersNexus states the original and adapted article publication dates. | Why: Preserves the age and patch context of the evidence. | Problem: missing source date | FPS: Measurement only | Visual: None | Restart: Not applicable
28.8 FPS
Default: The source chart labels this exact handheld configuration. | Why: Fixes the hardware represented by the result. | Problem: mismatched device target | FPS: Hardware-dependent | Visual: Indirect | Restart: Not applicable
Default: This is the hardware variant represented by the source. | Why: Prevents mixing lower-spec or later-generation models. | Problem: model mismatch | FPS: Hardware-dependent | Visual: Indirect | Restart: Not applicable
Default: The source row identifies this processor class. | Why: Separates materially different handheld variants. | Problem: APU mismatch | FPS: Hardware-dependent | Visual: Indirect | Restart: Not applicable
Default: The tested handheld uses this physical memory configuration. | Why: Records system memory without inventing an unreported VRAM allocation. | Problem: memory mismatch | FPS: Hardware-dependent | Visual: Indirect | Restart: Not applicable
Default: The tested handheld is a Windows 11 device; the exact build was not published. | Why: Preserves the OS family without fabricating a version. | Problem: OS mismatch | FPS: Software-dependent | Visual: Indirect | Restart: Not applicable
Default: This is the native panel resolution of the tested handheld. | Why: Distinguishes panel capability from the 720p render target. | Problem: display mismatch | FPS: None for the fixed test target | Visual: Indirect | Restart: Not applicable
Default: This is the panel refresh capability of the tested handheld. | Why: Records device capability without claiming an unreported selected refresh rate. | Problem: display mismatch | FPS: None for the published measurement | Visual: Indirect | Restart: Not applicable
Default: GamersNexus used this stock manufacturer profile for the chart row. | Why: Reproduces the named operating mode. | Problem: non-comparable power profile | FPS: High impact | Visual: Indirect | Restart: No
Default: The chart and manufacturer profile table define this battery power target. | Why: Preserves the exact tested power budget. | Problem: non-comparable TDP or PL limit | FPS: High impact | Visual: Indirect | Restart: No
Default: GamersNexus used battery power unless a row is explicitly marked otherwise. | Why: Keeps the handheld in the published operating state. | Problem: wall-power boost mismatch | FPS: High impact | Visual: None | Restart: No
Default: The methodology used manufacturer-defined profiles only. | Why: Avoids unreported manual clock or power tuning. | Problem: hidden manual tuning | FPS: High impact | Visual: None | Restart: No
Default: GamersNexus used 1280 × 720 for this chart. | Why: Matches the fixed cross-device render target. | Problem: resolution mismatch | FPS: High impact | Visual: High impact | Restart: No
Default: 1280 × 720 is a 16:9 target. | Why: Preserves the source framing. | Problem: framing or scaling mismatch | FPS: Low impact | Visual: Medium impact | Restart: No
Default: All framerate caps were disabled in the published method. | Why: Allows unrestricted measurement. | Problem: capped benchmark output | FPS: High impact | Visual: None | Restart: No
Default: Variable-refresh features were disabled for all gaming tests. | Why: Keeps comparison conditions fixed. | Problem: inconsistent synchronization state | FPS: Measurement-dependent | Visual: Low impact | Restart: No
Default: The source explicitly allowed tearing. | Why: Matches the uncapped measurement method. | Problem: synchronization mismatch | FPS: Measurement-dependent | Visual: Medium impact | Restart: No
Default: The source baseline is uncapped and allows tearing. | Why: V-Sync must remain disabled to reproduce that behavior. | Problem: hidden refresh-rate cap | FPS: High impact | Visual: Medium impact | Restart: No
Default: This API is named by the source for the game test. | Why: Matches the exact rendering path. | Problem: API mismatch | FPS: Setting-dependent | Visual: Setting-dependent | Restart: Follow the game prompt
Default: This named in-game preset is shown in the benchmark chart. | Why: Selecting it reproduces the complete global graphics baseline without inventing sub-values. | Problem: mismatched graphics baseline | FPS: High impact | Visual: High impact | Restart: Follow the game prompt
Default: This reconstruction method is named for the device in the source chart. | Why: Matches the tested rendering path. | Problem: reconstruction mismatch | FPS: High impact | Visual: High impact | Restart: No
Default: This quality mode is listed by GamersNexus. | Why: Fixes the internal render target. | Problem: quality-mode mismatch | FPS: High impact | Visual: High impact | Restart: No
Default: The source chart reports onPresent FPS. | Why: Identifies the presentation-stage stream behind the metrics. | Problem: ambiguous capture statistic | FPS: Measurement only | Visual: None | Restart: Not applicable
Default: The chart publishes all three performance statistics. | Why: Preserves the complete result instead of quoting only average FPS. | Problem: incomplete performance evidence | FPS: Measurement only | Visual: None | Restart: Not applicable
Default: The direct chart is the primary evidence artifact. | Why: Keeps the exact device row and all three values independently inspectable. | Problem: unverifiable performance claim | FPS: Measurement only | Visual: None | Restart: Not applicable
Default: GamersNexus states the original and adapted article publication dates. | Why: Preserves the age and patch context of the evidence. | Problem: missing source date | FPS: Measurement only | Visual: None | Restart: Not applicable
21.9 FPS
Default: The source chart labels this exact handheld configuration. | Why: Fixes the hardware represented by the result. | Problem: mismatched device target | FPS: Hardware-dependent | Visual: Indirect | Restart: Not applicable
Default: This is the hardware variant represented by the source. | Why: Prevents mixing lower-spec or later-generation models. | Problem: model mismatch | FPS: Hardware-dependent | Visual: Indirect | Restart: Not applicable
Default: The source row identifies this processor class. | Why: Separates materially different handheld variants. | Problem: APU mismatch | FPS: Hardware-dependent | Visual: Indirect | Restart: Not applicable
Default: The tested handheld uses this physical memory configuration. | Why: Records system memory without inventing an unreported VRAM allocation. | Problem: memory mismatch | FPS: Hardware-dependent | Visual: Indirect | Restart: Not applicable
Default: The tested handheld is a Windows 11 device; the exact build was not published. | Why: Preserves the OS family without fabricating a version. | Problem: OS mismatch | FPS: Software-dependent | Visual: Indirect | Restart: Not applicable
Default: This is the native panel resolution of the tested handheld. | Why: Distinguishes panel capability from the 720p render target. | Problem: display mismatch | FPS: None for the fixed test target | Visual: Indirect | Restart: Not applicable
Default: This is the panel refresh capability of the tested handheld. | Why: Records device capability without claiming an unreported selected refresh rate. | Problem: display mismatch | FPS: None for the published measurement | Visual: Indirect | Restart: Not applicable
Default: GamersNexus used this stock manufacturer profile for the chart row. | Why: Reproduces the named operating mode. | Problem: non-comparable power profile | FPS: High impact | Visual: Indirect | Restart: No
Default: The chart and manufacturer profile table define this battery power target. | Why: Preserves the exact tested power budget. | Problem: non-comparable TDP or PL limit | FPS: High impact | Visual: Indirect | Restart: No
Default: GamersNexus used battery power unless a row is explicitly marked otherwise. | Why: Keeps the handheld in the published operating state. | Problem: wall-power boost mismatch | FPS: High impact | Visual: None | Restart: No
Default: The methodology used manufacturer-defined profiles only. | Why: Avoids unreported manual clock or power tuning. | Problem: hidden manual tuning | FPS: High impact | Visual: None | Restart: No
Default: GamersNexus used 1280 × 720 for this chart. | Why: Matches the fixed cross-device render target. | Problem: resolution mismatch | FPS: High impact | Visual: High impact | Restart: No
Default: 1280 × 720 is a 16:9 target. | Why: Preserves the source framing. | Problem: framing or scaling mismatch | FPS: Low impact | Visual: Medium impact | Restart: No
Default: All framerate caps were disabled in the published method. | Why: Allows unrestricted measurement. | Problem: capped benchmark output | FPS: High impact | Visual: None | Restart: No
Default: Variable-refresh features were disabled for all gaming tests. | Why: Keeps comparison conditions fixed. | Problem: inconsistent synchronization state | FPS: Measurement-dependent | Visual: Low impact | Restart: No
Default: The source explicitly allowed tearing. | Why: Matches the uncapped measurement method. | Problem: synchronization mismatch | FPS: Measurement-dependent | Visual: Medium impact | Restart: No
Default: The source baseline is uncapped and allows tearing. | Why: V-Sync must remain disabled to reproduce that behavior. | Problem: hidden refresh-rate cap | FPS: High impact | Visual: Medium impact | Restart: No
Default: This API is named by the source for the game test. | Why: Matches the exact rendering path. | Problem: API mismatch | FPS: Setting-dependent | Visual: Setting-dependent | Restart: Follow the game prompt
Default: This named in-game preset is shown in the benchmark chart. | Why: Selecting it reproduces the complete global graphics baseline without inventing sub-values. | Problem: mismatched graphics baseline | FPS: High impact | Visual: High impact | Restart: Follow the game prompt
Default: This reconstruction method is named for the device in the source chart. | Why: Matches the tested rendering path. | Problem: reconstruction mismatch | FPS: High impact | Visual: High impact | Restart: No
Default: This quality mode is listed by GamersNexus. | Why: Fixes the internal render target. | Problem: quality-mode mismatch | FPS: High impact | Visual: High impact | Restart: No
Default: The source chart reports onPresent FPS. | Why: Identifies the presentation-stage stream behind the metrics. | Problem: ambiguous capture statistic | FPS: Measurement only | Visual: None | Restart: Not applicable
Default: The chart publishes all three performance statistics. | Why: Preserves the complete result instead of quoting only average FPS. | Problem: incomplete performance evidence | FPS: Measurement only | Visual: None | Restart: Not applicable
Default: The direct chart is the primary evidence artifact. | Why: Keeps the exact device row and all three values independently inspectable. | Problem: unverifiable performance claim | FPS: Measurement only | Visual: None | Restart: Not applicable
Default: GamersNexus states the original and adapted article publication dates. | Why: Preserves the age and patch context of the evidence. | Problem: missing source date | FPS: Measurement only | Visual: None | Restart: Not applicable
9.6 FPS
Default: The source chart labels this exact handheld configuration. | Why: Fixes the hardware represented by the result. | Problem: mismatched device target | FPS: Hardware-dependent | Visual: Indirect | Restart: Not applicable
Default: This is the hardware variant represented by the source. | Why: Prevents mixing lower-spec or later-generation models. | Problem: model mismatch | FPS: Hardware-dependent | Visual: Indirect | Restart: Not applicable
Default: The source row identifies this processor class. | Why: Separates materially different handheld variants. | Problem: APU mismatch | FPS: Hardware-dependent | Visual: Indirect | Restart: Not applicable
Default: The tested handheld uses this physical memory configuration. | Why: Records system memory without inventing an unreported VRAM allocation. | Problem: memory mismatch | FPS: Hardware-dependent | Visual: Indirect | Restart: Not applicable
Default: The tested handheld is a Windows 11 device; the exact build was not published. | Why: Preserves the OS family without fabricating a version. | Problem: OS mismatch | FPS: Software-dependent | Visual: Indirect | Restart: Not applicable
Default: This is the native panel resolution of the tested handheld. | Why: Distinguishes panel capability from the 720p render target. | Problem: display mismatch | FPS: None for the fixed test target | Visual: Indirect | Restart: Not applicable
Default: This is the panel refresh capability of the tested handheld. | Why: Records device capability without claiming an unreported selected refresh rate. | Problem: display mismatch | FPS: None for the published measurement | Visual: Indirect | Restart: Not applicable
Default: GamersNexus used this stock manufacturer profile for the chart row. | Why: Reproduces the named operating mode. | Problem: non-comparable power profile | FPS: High impact | Visual: Indirect | Restart: No
Default: The chart and manufacturer profile table define this battery power target. | Why: Preserves the exact tested power budget. | Problem: non-comparable TDP or PL limit | FPS: High impact | Visual: Indirect | Restart: No
Default: GamersNexus used battery power unless a row is explicitly marked otherwise. | Why: Keeps the handheld in the published operating state. | Problem: wall-power boost mismatch | FPS: High impact | Visual: None | Restart: No
Default: The methodology used manufacturer-defined profiles only. | Why: Avoids unreported manual clock or power tuning. | Problem: hidden manual tuning | FPS: High impact | Visual: None | Restart: No
Default: GamersNexus used 1280 × 720 for this chart. | Why: Matches the fixed cross-device render target. | Problem: resolution mismatch | FPS: High impact | Visual: High impact | Restart: No
Default: 1280 × 720 is a 16:9 target. | Why: Preserves the source framing. | Problem: framing or scaling mismatch | FPS: Low impact | Visual: Medium impact | Restart: No
Default: All framerate caps were disabled in the published method. | Why: Allows unrestricted measurement. | Problem: capped benchmark output | FPS: High impact | Visual: None | Restart: No
Default: Variable-refresh features were disabled for all gaming tests. | Why: Keeps comparison conditions fixed. | Problem: inconsistent synchronization state | FPS: Measurement-dependent | Visual: Low impact | Restart: No
Default: The source explicitly allowed tearing. | Why: Matches the uncapped measurement method. | Problem: synchronization mismatch | FPS: Measurement-dependent | Visual: Medium impact | Restart: No
Default: The source baseline is uncapped and allows tearing. | Why: V-Sync must remain disabled to reproduce that behavior. | Problem: hidden refresh-rate cap | FPS: High impact | Visual: Medium impact | Restart: No
Default: This API is named by the source for the game test. | Why: Matches the exact rendering path. | Problem: API mismatch | FPS: Setting-dependent | Visual: Setting-dependent | Restart: Follow the game prompt
Default: This named in-game preset is shown in the benchmark chart. | Why: Selecting it reproduces the complete global graphics baseline without inventing sub-values. | Problem: mismatched graphics baseline | FPS: High impact | Visual: High impact | Restart: Follow the game prompt
Default: This reconstruction method is named for the device in the source chart. | Why: Matches the tested rendering path. | Problem: reconstruction mismatch | FPS: High impact | Visual: High impact | Restart: No
Default: This quality mode is listed by GamersNexus. | Why: Fixes the internal render target. | Problem: quality-mode mismatch | FPS: High impact | Visual: High impact | Restart: No
Default: The source chart reports onPresent FPS. | Why: Identifies the presentation-stage stream behind the metrics. | Problem: ambiguous capture statistic | FPS: Measurement only | Visual: None | Restart: Not applicable
Default: The chart publishes all three performance statistics. | Why: Preserves the complete result instead of quoting only average FPS. | Problem: incomplete performance evidence | FPS: Measurement only | Visual: None | Restart: Not applicable
Default: The direct chart is the primary evidence artifact. | Why: Keeps the exact device row and all three values independently inspectable. | Problem: unverifiable performance claim | FPS: Measurement only | Visual: None | Restart: Not applicable
Default: GamersNexus states the original and adapted article publication dates. | Why: Preserves the age and patch context of the evidence. | Problem: missing source date | FPS: Measurement only | Visual: None | Restart: Not applicable
9.2 FPS
Default: The source chart labels this exact handheld configuration. | Why: Fixes the hardware represented by the result. | Problem: mismatched device target | FPS: Hardware-dependent | Visual: Indirect | Restart: Not applicable
Default: This is the hardware variant represented by the source. | Why: Prevents mixing lower-spec or later-generation models. | Problem: model mismatch | FPS: Hardware-dependent | Visual: Indirect | Restart: Not applicable
Default: The source row identifies this processor class. | Why: Separates materially different handheld variants. | Problem: APU mismatch | FPS: Hardware-dependent | Visual: Indirect | Restart: Not applicable
Default: The tested handheld uses this physical memory configuration. | Why: Records system memory without inventing an unreported VRAM allocation. | Problem: memory mismatch | FPS: Hardware-dependent | Visual: Indirect | Restart: Not applicable
Default: The tested handheld is a Windows 11 device; the exact build was not published. | Why: Preserves the OS family without fabricating a version. | Problem: OS mismatch | FPS: Software-dependent | Visual: Indirect | Restart: Not applicable
Default: This is the native panel resolution of the tested handheld. | Why: Distinguishes panel capability from the 720p render target. | Problem: display mismatch | FPS: None for the fixed test target | Visual: Indirect | Restart: Not applicable
Default: This is the panel refresh capability of the tested handheld. | Why: Records device capability without claiming an unreported selected refresh rate. | Problem: display mismatch | FPS: None for the published measurement | Visual: Indirect | Restart: Not applicable
Default: GamersNexus used this stock manufacturer profile for the chart row. | Why: Reproduces the named operating mode. | Problem: non-comparable power profile | FPS: High impact | Visual: Indirect | Restart: No
Default: The chart and manufacturer profile table define this battery power target. | Why: Preserves the exact tested power budget. | Problem: non-comparable TDP or PL limit | FPS: High impact | Visual: Indirect | Restart: No
Default: GamersNexus used battery power unless a row is explicitly marked otherwise. | Why: Keeps the handheld in the published operating state. | Problem: wall-power boost mismatch | FPS: High impact | Visual: None | Restart: No
Default: The methodology used manufacturer-defined profiles only. | Why: Avoids unreported manual clock or power tuning. | Problem: hidden manual tuning | FPS: High impact | Visual: None | Restart: No
Default: GamersNexus used 1280 × 720 for this chart. | Why: Matches the fixed cross-device render target. | Problem: resolution mismatch | FPS: High impact | Visual: High impact | Restart: No
Default: 1280 × 720 is a 16:9 target. | Why: Preserves the source framing. | Problem: framing or scaling mismatch | FPS: Low impact | Visual: Medium impact | Restart: No
Default: All framerate caps were disabled in the published method. | Why: Allows unrestricted measurement. | Problem: capped benchmark output | FPS: High impact | Visual: None | Restart: No
Default: Variable-refresh features were disabled for all gaming tests. | Why: Keeps comparison conditions fixed. | Problem: inconsistent synchronization state | FPS: Measurement-dependent | Visual: Low impact | Restart: No
Default: The source explicitly allowed tearing. | Why: Matches the uncapped measurement method. | Problem: synchronization mismatch | FPS: Measurement-dependent | Visual: Medium impact | Restart: No
Default: The source baseline is uncapped and allows tearing. | Why: V-Sync must remain disabled to reproduce that behavior. | Problem: hidden refresh-rate cap | FPS: High impact | Visual: Medium impact | Restart: No
Default: This API is named by the source for the game test. | Why: Matches the exact rendering path. | Problem: API mismatch | FPS: Setting-dependent | Visual: Setting-dependent | Restart: Follow the game prompt
Default: This named in-game preset is shown in the benchmark chart. | Why: Selecting it reproduces the complete global graphics baseline without inventing sub-values. | Problem: mismatched graphics baseline | FPS: High impact | Visual: High impact | Restart: Follow the game prompt
Default: This reconstruction method is named for the device in the source chart. | Why: Matches the tested rendering path. | Problem: reconstruction mismatch | FPS: High impact | Visual: High impact | Restart: No
Default: This quality mode is listed by GamersNexus. | Why: Fixes the internal render target. | Problem: quality-mode mismatch | FPS: High impact | Visual: High impact | Restart: No
Default: The source chart reports onPresent FPS. | Why: Identifies the presentation-stage stream behind the metrics. | Problem: ambiguous capture statistic | FPS: Measurement only | Visual: None | Restart: Not applicable
Default: The chart publishes all three performance statistics. | Why: Preserves the complete result instead of quoting only average FPS. | Problem: incomplete performance evidence | FPS: Measurement only | Visual: None | Restart: Not applicable
Default: The direct chart is the primary evidence artifact. | Why: Keeps the exact device row and all three values independently inspectable. | Problem: unverifiable performance claim | FPS: Measurement only | Visual: None | Restart: Not applicable
Default: GamersNexus states the original and adapted article publication dates. | Why: Preserves the age and patch context of the evidence. | Problem: missing source date | FPS: Measurement only | Visual: None | Restart: Not applicable
10 FPS
Default: The source chart labels this exact handheld configuration. | Why: Fixes the hardware represented by the result. | Problem: mismatched device target | FPS: Hardware-dependent | Visual: Indirect | Restart: Not applicable
Default: This is the hardware variant represented by the source. | Why: Prevents mixing lower-spec or later-generation models. | Problem: model mismatch | FPS: Hardware-dependent | Visual: Indirect | Restart: Not applicable
Default: The source row identifies this processor class. | Why: Separates materially different handheld variants. | Problem: APU mismatch | FPS: Hardware-dependent | Visual: Indirect | Restart: Not applicable
Default: The tested handheld uses this physical memory configuration. | Why: Records system memory without inventing an unreported VRAM allocation. | Problem: memory mismatch | FPS: Hardware-dependent | Visual: Indirect | Restart: Not applicable
Default: The tested handheld is a Windows 11 device; the exact build was not published. | Why: Preserves the OS family without fabricating a version. | Problem: OS mismatch | FPS: Software-dependent | Visual: Indirect | Restart: Not applicable
Default: This is the native panel resolution of the tested handheld. | Why: Distinguishes panel capability from the 720p render target. | Problem: display mismatch | FPS: None for the fixed test target | Visual: Indirect | Restart: Not applicable
Default: This is the panel refresh capability of the tested handheld. | Why: Records device capability without claiming an unreported selected refresh rate. | Problem: display mismatch | FPS: None for the published measurement | Visual: Indirect | Restart: Not applicable
Default: GamersNexus used this stock manufacturer profile for the chart row. | Why: Reproduces the named operating mode. | Problem: non-comparable power profile | FPS: High impact | Visual: Indirect | Restart: No
Default: The chart and manufacturer profile table define this battery power target. | Why: Preserves the exact tested power budget. | Problem: non-comparable TDP or PL limit | FPS: High impact | Visual: Indirect | Restart: No
Default: GamersNexus used battery power unless a row is explicitly marked otherwise. | Why: Keeps the handheld in the published operating state. | Problem: wall-power boost mismatch | FPS: High impact | Visual: None | Restart: No
Default: The methodology used manufacturer-defined profiles only. | Why: Avoids unreported manual clock or power tuning. | Problem: hidden manual tuning | FPS: High impact | Visual: None | Restart: No
Default: GamersNexus used 1280 × 720 for this chart. | Why: Matches the fixed cross-device render target. | Problem: resolution mismatch | FPS: High impact | Visual: High impact | Restart: No
Default: 1280 × 720 is a 16:9 target. | Why: Preserves the source framing. | Problem: framing or scaling mismatch | FPS: Low impact | Visual: Medium impact | Restart: No
Default: All framerate caps were disabled in the published method. | Why: Allows unrestricted measurement. | Problem: capped benchmark output | FPS: High impact | Visual: None | Restart: No
Default: Variable-refresh features were disabled for all gaming tests. | Why: Keeps comparison conditions fixed. | Problem: inconsistent synchronization state | FPS: Measurement-dependent | Visual: Low impact | Restart: No
Default: The source explicitly allowed tearing. | Why: Matches the uncapped measurement method. | Problem: synchronization mismatch | FPS: Measurement-dependent | Visual: Medium impact | Restart: No
Default: The source baseline is uncapped and allows tearing. | Why: V-Sync must remain disabled to reproduce that behavior. | Problem: hidden refresh-rate cap | FPS: High impact | Visual: Medium impact | Restart: No
Default: This API is named by the source for the game test. | Why: Matches the exact rendering path. | Problem: API mismatch | FPS: Setting-dependent | Visual: Setting-dependent | Restart: Follow the game prompt
Default: This named in-game preset is shown in the benchmark chart. | Why: Selecting it reproduces the complete global graphics baseline without inventing sub-values. | Problem: mismatched graphics baseline | FPS: High impact | Visual: High impact | Restart: Follow the game prompt
Default: This reconstruction method is named for the device in the source chart. | Why: Matches the tested rendering path. | Problem: reconstruction mismatch | FPS: High impact | Visual: High impact | Restart: No
Default: This quality mode is listed by GamersNexus. | Why: Fixes the internal render target. | Problem: quality-mode mismatch | FPS: High impact | Visual: High impact | Restart: No
Default: The source chart reports onPresent FPS. | Why: Identifies the presentation-stage stream behind the metrics. | Problem: ambiguous capture statistic | FPS: Measurement only | Visual: None | Restart: Not applicable
Default: The chart publishes all three performance statistics. | Why: Preserves the complete result instead of quoting only average FPS. | Problem: incomplete performance evidence | FPS: Measurement only | Visual: None | Restart: Not applicable
Default: The direct chart is the primary evidence artifact. | Why: Keeps the exact device row and all three values independently inspectable. | Problem: unverifiable performance claim | FPS: Measurement only | Visual: None | Restart: Not applicable
Default: GamersNexus states the original and adapted article publication dates. | Why: Preserves the age and patch context of the evidence. | Problem: missing source date | FPS: Measurement only | Visual: None | Restart: Not applicable
1% Low
35.3 FPS
Default: The source chart labels this exact handheld configuration. | Why: Fixes the hardware represented by the result. | Problem: mismatched device target | FPS: Hardware-dependent | Visual: Indirect | Restart: Not applicable
Default: This is the hardware variant represented by the source. | Why: Prevents mixing lower-spec or later-generation models. | Problem: model mismatch | FPS: Hardware-dependent | Visual: Indirect | Restart: Not applicable
Default: The source row identifies this processor class. | Why: Separates materially different handheld variants. | Problem: APU mismatch | FPS: Hardware-dependent | Visual: Indirect | Restart: Not applicable
Default: The tested handheld uses this physical memory configuration. | Why: Records system memory without inventing an unreported VRAM allocation. | Problem: memory mismatch | FPS: Hardware-dependent | Visual: Indirect | Restart: Not applicable
Default: The tested handheld is a Windows 11 device; the exact build was not published. | Why: Preserves the OS family without fabricating a version. | Problem: OS mismatch | FPS: Software-dependent | Visual: Indirect | Restart: Not applicable
Default: This is the native panel resolution of the tested handheld. | Why: Distinguishes panel capability from the 720p render target. | Problem: display mismatch | FPS: None for the fixed test target | Visual: Indirect | Restart: Not applicable
Default: This is the panel refresh capability of the tested handheld. | Why: Records device capability without claiming an unreported selected refresh rate. | Problem: display mismatch | FPS: None for the published measurement | Visual: Indirect | Restart: Not applicable
Default: GamersNexus used this stock manufacturer profile for the chart row. | Why: Reproduces the named operating mode. | Problem: non-comparable power profile | FPS: High impact | Visual: Indirect | Restart: No
Default: The chart and manufacturer profile table define this battery power target. | Why: Preserves the exact tested power budget. | Problem: non-comparable TDP or PL limit | FPS: High impact | Visual: Indirect | Restart: No
Default: GamersNexus used battery power unless a row is explicitly marked otherwise. | Why: Keeps the handheld in the published operating state. | Problem: wall-power boost mismatch | FPS: High impact | Visual: None | Restart: No
Default: The methodology used manufacturer-defined profiles only. | Why: Avoids unreported manual clock or power tuning. | Problem: hidden manual tuning | FPS: High impact | Visual: None | Restart: No
Default: GamersNexus used 1280 × 720 for this chart. | Why: Matches the fixed cross-device render target. | Problem: resolution mismatch | FPS: High impact | Visual: High impact | Restart: No
Default: 1280 × 720 is a 16:9 target. | Why: Preserves the source framing. | Problem: framing or scaling mismatch | FPS: Low impact | Visual: Medium impact | Restart: No
Default: All framerate caps were disabled in the published method. | Why: Allows unrestricted measurement. | Problem: capped benchmark output | FPS: High impact | Visual: None | Restart: No
Default: Variable-refresh features were disabled for all gaming tests. | Why: Keeps comparison conditions fixed. | Problem: inconsistent synchronization state | FPS: Measurement-dependent | Visual: Low impact | Restart: No
Default: The source explicitly allowed tearing. | Why: Matches the uncapped measurement method. | Problem: synchronization mismatch | FPS: Measurement-dependent | Visual: Medium impact | Restart: No
Default: The source baseline is uncapped and allows tearing. | Why: V-Sync must remain disabled to reproduce that behavior. | Problem: hidden refresh-rate cap | FPS: High impact | Visual: Medium impact | Restart: No
Default: This API is named by the source for the game test. | Why: Matches the exact rendering path. | Problem: API mismatch | FPS: Setting-dependent | Visual: Setting-dependent | Restart: Follow the game prompt
Default: This named in-game preset is shown in the benchmark chart. | Why: Selecting it reproduces the complete global graphics baseline without inventing sub-values. | Problem: mismatched graphics baseline | FPS: High impact | Visual: High impact | Restart: Follow the game prompt
Default: GamersNexus states that this same 720p Favor Performance benchmark runs without help from upscaling. | Why: Preserves the native render path rather than assuming FSR. | Problem: upscaler mismatch | FPS: High impact | Visual: High impact | Restart: No
Default: The source chart reports onPresent FPS. | Why: Identifies the presentation-stage stream behind the metrics. | Problem: ambiguous capture statistic | FPS: Measurement only | Visual: None | Restart: Not applicable
Default: The chart publishes all three performance statistics. | Why: Preserves the complete result instead of quoting only average FPS. | Problem: incomplete performance evidence | FPS: Measurement only | Visual: None | Restart: Not applicable
Default: The direct chart is the primary evidence artifact. | Why: Keeps the exact device row and all three values independently inspectable. | Problem: unverifiable performance claim | FPS: Measurement only | Visual: None | Restart: Not applicable
Default: GamersNexus states the original and adapted article publication dates. | Why: Preserves the age and patch context of the evidence. | Problem: missing source date | FPS: Measurement only | Visual: None | Restart: Not applicable
1% Low
41.1 FPS
Default: The source chart labels this exact handheld configuration. | Why: Fixes the hardware represented by the result. | Problem: mismatched device target | FPS: Hardware-dependent | Visual: Indirect | Restart: Not applicable
Default: This is the hardware variant represented by the source. | Why: Prevents mixing lower-spec or later-generation models. | Problem: model mismatch | FPS: Hardware-dependent | Visual: Indirect | Restart: Not applicable
Default: The source row identifies this processor class. | Why: Separates materially different handheld variants. | Problem: APU mismatch | FPS: Hardware-dependent | Visual: Indirect | Restart: Not applicable
Default: The tested handheld uses this physical memory configuration. | Why: Records system memory without inventing an unreported VRAM allocation. | Problem: memory mismatch | FPS: Hardware-dependent | Visual: Indirect | Restart: Not applicable
Default: The tested handheld is a Windows 11 device; the exact build was not published. | Why: Preserves the OS family without fabricating a version. | Problem: OS mismatch | FPS: Software-dependent | Visual: Indirect | Restart: Not applicable
Default: This is the native panel resolution of the tested handheld. | Why: Distinguishes panel capability from the 720p render target. | Problem: display mismatch | FPS: None for the fixed test target | Visual: Indirect | Restart: Not applicable
Default: This is the panel refresh capability of the tested handheld. | Why: Records device capability without claiming an unreported selected refresh rate. | Problem: display mismatch | FPS: None for the published measurement | Visual: Indirect | Restart: Not applicable
Default: GamersNexus used this stock manufacturer profile for the chart row. | Why: Reproduces the named operating mode. | Problem: non-comparable power profile | FPS: High impact | Visual: Indirect | Restart: No
Default: The chart and manufacturer profile table define this battery power target. | Why: Preserves the exact tested power budget. | Problem: non-comparable TDP or PL limit | FPS: High impact | Visual: Indirect | Restart: No
Default: GamersNexus used battery power unless a row is explicitly marked otherwise. | Why: Keeps the handheld in the published operating state. | Problem: wall-power boost mismatch | FPS: High impact | Visual: None | Restart: No
Default: The methodology used manufacturer-defined profiles only. | Why: Avoids unreported manual clock or power tuning. | Problem: hidden manual tuning | FPS: High impact | Visual: None | Restart: No
Default: GamersNexus used 1280 × 720 for this chart. | Why: Matches the fixed cross-device render target. | Problem: resolution mismatch | FPS: High impact | Visual: High impact | Restart: No
Default: 1280 × 720 is a 16:9 target. | Why: Preserves the source framing. | Problem: framing or scaling mismatch | FPS: Low impact | Visual: Medium impact | Restart: No
Default: All framerate caps were disabled in the published method. | Why: Allows unrestricted measurement. | Problem: capped benchmark output | FPS: High impact | Visual: None | Restart: No
Default: Variable-refresh features were disabled for all gaming tests. | Why: Keeps comparison conditions fixed. | Problem: inconsistent synchronization state | FPS: Measurement-dependent | Visual: Low impact | Restart: No
Default: The source explicitly allowed tearing. | Why: Matches the uncapped measurement method. | Problem: synchronization mismatch | FPS: Measurement-dependent | Visual: Medium impact | Restart: No
Default: The source baseline is uncapped and allows tearing. | Why: V-Sync must remain disabled to reproduce that behavior. | Problem: hidden refresh-rate cap | FPS: High impact | Visual: Medium impact | Restart: No
Default: This API is named by the source for the game test. | Why: Matches the exact rendering path. | Problem: API mismatch | FPS: Setting-dependent | Visual: Setting-dependent | Restart: Follow the game prompt
Default: This named in-game preset is shown in the benchmark chart. | Why: Selecting it reproduces the complete global graphics baseline without inventing sub-values. | Problem: mismatched graphics baseline | FPS: High impact | Visual: High impact | Restart: Follow the game prompt
Default: GamersNexus states that this same 720p Favor Performance benchmark runs without help from upscaling. | Why: Preserves the native render path rather than assuming FSR. | Problem: upscaler mismatch | FPS: High impact | Visual: High impact | Restart: No
Default: The source chart reports onPresent FPS. | Why: Identifies the presentation-stage stream behind the metrics. | Problem: ambiguous capture statistic | FPS: Measurement only | Visual: None | Restart: Not applicable
Default: The chart publishes all three performance statistics. | Why: Preserves the complete result instead of quoting only average FPS. | Problem: incomplete performance evidence | FPS: Measurement only | Visual: None | Restart: Not applicable
Default: The direct chart is the primary evidence artifact. | Why: Keeps the exact device row and all three values independently inspectable. | Problem: unverifiable performance claim | FPS: Measurement only | Visual: None | Restart: Not applicable
Default: GamersNexus states the original and adapted article publication dates. | Why: Preserves the age and patch context of the evidence. | Problem: missing source date | FPS: Measurement only | Visual: None | Restart: Not applicable
1% Low
42 FPS
Default: The source chart labels this exact handheld configuration. | Why: Fixes the hardware represented by the result. | Problem: mismatched device target | FPS: Hardware-dependent | Visual: Indirect | Restart: Not applicable
Default: This is the hardware variant represented by the source. | Why: Prevents mixing lower-spec or later-generation models. | Problem: model mismatch | FPS: Hardware-dependent | Visual: Indirect | Restart: Not applicable
Default: The source row identifies this processor class. | Why: Separates materially different handheld variants. | Problem: APU mismatch | FPS: Hardware-dependent | Visual: Indirect | Restart: Not applicable
Default: The tested handheld uses this physical memory configuration. | Why: Records system memory without inventing an unreported VRAM allocation. | Problem: memory mismatch | FPS: Hardware-dependent | Visual: Indirect | Restart: Not applicable
Default: The tested handheld is a Windows 11 device; the exact build was not published. | Why: Preserves the OS family without fabricating a version. | Problem: OS mismatch | FPS: Software-dependent | Visual: Indirect | Restart: Not applicable
Default: This is the native panel resolution of the tested handheld. | Why: Distinguishes panel capability from the 720p render target. | Problem: display mismatch | FPS: None for the fixed test target | Visual: Indirect | Restart: Not applicable
Default: This is the panel refresh capability of the tested handheld. | Why: Records device capability without claiming an unreported selected refresh rate. | Problem: display mismatch | FPS: None for the published measurement | Visual: Indirect | Restart: Not applicable
Default: GamersNexus used this stock manufacturer profile for the chart row. | Why: Reproduces the named operating mode. | Problem: non-comparable power profile | FPS: High impact | Visual: Indirect | Restart: No
Default: The chart and manufacturer profile table define this battery power target. | Why: Preserves the exact tested power budget. | Problem: non-comparable TDP or PL limit | FPS: High impact | Visual: Indirect | Restart: No
Default: GamersNexus used battery power unless a row is explicitly marked otherwise. | Why: Keeps the handheld in the published operating state. | Problem: wall-power boost mismatch | FPS: High impact | Visual: None | Restart: No
Default: The methodology used manufacturer-defined profiles only. | Why: Avoids unreported manual clock or power tuning. | Problem: hidden manual tuning | FPS: High impact | Visual: None | Restart: No
Default: GamersNexus used 1280 × 720 for this chart. | Why: Matches the fixed cross-device render target. | Problem: resolution mismatch | FPS: High impact | Visual: High impact | Restart: No
Default: 1280 × 720 is a 16:9 target. | Why: Preserves the source framing. | Problem: framing or scaling mismatch | FPS: Low impact | Visual: Medium impact | Restart: No
Default: All framerate caps were disabled in the published method. | Why: Allows unrestricted measurement. | Problem: capped benchmark output | FPS: High impact | Visual: None | Restart: No
Default: Variable-refresh features were disabled for all gaming tests. | Why: Keeps comparison conditions fixed. | Problem: inconsistent synchronization state | FPS: Measurement-dependent | Visual: Low impact | Restart: No
Default: The source explicitly allowed tearing. | Why: Matches the uncapped measurement method. | Problem: synchronization mismatch | FPS: Measurement-dependent | Visual: Medium impact | Restart: No
Default: The source baseline is uncapped and allows tearing. | Why: V-Sync must remain disabled to reproduce that behavior. | Problem: hidden refresh-rate cap | FPS: High impact | Visual: Medium impact | Restart: No
Default: This API is named by the source for the game test. | Why: Matches the exact rendering path. | Problem: API mismatch | FPS: Setting-dependent | Visual: Setting-dependent | Restart: Follow the game prompt
Default: This named in-game preset is shown in the benchmark chart. | Why: Selecting it reproduces the complete global graphics baseline without inventing sub-values. | Problem: mismatched graphics baseline | FPS: High impact | Visual: High impact | Restart: Follow the game prompt
Default: GamersNexus states that this same 720p Favor Performance benchmark runs without help from upscaling. | Why: Preserves the native render path rather than assuming FSR. | Problem: upscaler mismatch | FPS: High impact | Visual: High impact | Restart: No
Default: The source chart reports onPresent FPS. | Why: Identifies the presentation-stage stream behind the metrics. | Problem: ambiguous capture statistic | FPS: Measurement only | Visual: None | Restart: Not applicable
Default: The chart publishes all three performance statistics. | Why: Preserves the complete result instead of quoting only average FPS. | Problem: incomplete performance evidence | FPS: Measurement only | Visual: None | Restart: Not applicable
Default: The direct chart is the primary evidence artifact. | Why: Keeps the exact device row and all three values independently inspectable. | Problem: unverifiable performance claim | FPS: Measurement only | Visual: None | Restart: Not applicable
Default: GamersNexus states the original and adapted article publication dates. | Why: Preserves the age and patch context of the evidence. | Problem: missing source date | FPS: Measurement only | Visual: None | Restart: Not applicable
Source checked Sep 9, 2026. Checking a source is not a new performance test.
Source checked Sep 9, 2026. Checking a source is not a new performance test.
Source checked Sep 9, 2026. Checking a source is not a new performance test.
Source checked Sep 9, 2026. Checking a source is not a new performance test.
Source checked Sep 9, 2026. Checking a source is not a new performance test.
Default: GamersNexus standardized these chart rows to 720p. | Why: Makes the results directly comparable. | Problem: incomparable device resolution | FPS: High impact | Visual: High impact | Restart: No
Default: The source chart explicitly identifies this game build. | Why: Preserves patch-level context for the result. | Problem: patch mismatch | FPS: Software-dependent | Visual: Software-dependent | Restart: Not applicable
Default: GamersNexus standardized these chart rows to 720p. | Why: Makes the results directly comparable. | Problem: incomparable device resolution | FPS: High impact | Visual: High impact | Restart: No
Default: The source chart explicitly identifies this game build. | Why: Preserves patch-level context for the result. | Problem: patch mismatch | FPS: Software-dependent | Visual: Software-dependent | Restart: Not applicable
Default: GamersNexus standardized these chart rows to 720p. | Why: Makes the results directly comparable. | Problem: incomparable device resolution | FPS: High impact | Visual: High impact | Restart: No
Default: GamersNexus standardized these chart rows to 720p. | Why: Makes the results directly comparable. | Problem: incomparable device resolution | FPS: High impact | Visual: High impact | Restart: No
Default: GamersNexus standardized these chart rows to 720p. | Why: Makes the results directly comparable. | Problem: incomparable device resolution | FPS: High impact | Visual: High impact | Restart: No
Default: GamersNexus standardized these chart rows to 720p. | Why: Makes the results directly comparable. | Problem: incomparable device resolution | FPS: High impact | Visual: High impact | Restart: No
Default: GamersNexus standardized these chart rows to 720p. | Why: Makes the results directly comparable. | Problem: incomparable device resolution | FPS: High impact | Visual: High impact | Restart: No
Default: GamersNexus standardized these chart rows to 720p. | Why: Makes the results directly comparable. | Problem: incomparable device resolution | FPS: High impact | Visual: High impact | Restart: No
Default: GamersNexus standardized these chart rows to 720p. | Why: Makes the results directly comparable. | Problem: incomparable device resolution | FPS: High impact | Visual: High impact | Restart: No
Default: GamersNexus standardized these chart rows to 720p. | Why: Makes the results directly comparable. | Problem: incomparable device resolution | FPS: High impact | Visual: High impact | Restart: No
Default: GamersNexus standardized these chart rows to 720p. | Why: Makes the results directly comparable. | Problem: incomparable device resolution | FPS: High impact | Visual: High impact | Restart: No