Methodology
An honest look at the data, math, and assumptions behind every result on this site. No magic, no opaque AI — just calibrated benchmarks, transparent scoring, and weekly-recomputed data.
Your Rig Power Score is the average of two calibrated hardware scores — one for your CPU, one for your GPU — normalized to a 0–100 scale where a top-tier modern build lands at 100. The score is then bucketed into one of five tiers: Elite (88+), High (70+), Mid (48+), Low (28+), or Minimal (below 28). It's a quick way to compare rigs against the 350,000+ titles in our catalog without running each one.
FPS estimates are computed from your hardware scores, the game's documented minimum and recommended requirements, the resolution you're checking, and a performance-scaling profile that adjusts for resolution cost. Results are calibrated against observed benchmarks for popular titles; for less-tested games the estimate is approximate. We surface a confidence percentage so you can tell the difference between a 90%-confidence estimate and a 60%-confidence one.
We estimate the relative load your CPU and GPU are under at each resolution. The component that hits 100% utilization first is flagged as the bottleneck. If both are near their limit, we report the system as balanced. Laptop thermal adjustments are applied automatically when you mark your rig as portable.
When you grant permission, we read your browser's WebGL renderer string and User-Agent to identify your GPU. CPU detection uses the User-Agent CPU hint where available. The detected hardware is then matched against our reference database of canonical SKUs. Hardware we can't match falls back to manual entry.
Game metadata, genres, themes, and platforms come from IGDB. Steam review counts, peak concurrent users, and pricing come from the Steam Store API. We re-ingest and re-index our read layer weekly; the data-refreshed timestamp in the footer tells you when the last build completed.
Estimates don't account for every game build, every driver revision, or every background process. The model under-estimates on games with heavy CPU single-thread dependence and over-estimates on poorly-optimized ports. We do not currently support console platforms. If you spot a result that's badly wrong, the community FPS report button on each game page lets you submit observed numbers — your reports feed the next calibration run.