Key takeaways
- 60 FPS equals about 16.7 milliseconds per frame.
- 120 FPS equals about 8.3 milliseconds per frame.
- 144 FPS equals about 6.9 milliseconds per frame.
- 240 FPS equals about 4.2 milliseconds per frame.
To fix stuttering in Splitgate 2, first determine whether the hitch comes from shader compilation, network instability, storage streaming, or uneven frame pacing, then change one variable at a time and compare average FPS with 1% lows and frame-time consistency.
1. Confirm what “stuttering” looks like
Run the same short test before changing settings: use one map, the same game mode, the same resolution, and a repeatable route or firing drill. Record average FPS, 1% low FPS, and the worst visible hitch. An overlay from your graphics driver or a tool such as CapFrameX can capture frame times, while an in-game performance display may show FPS and ping.
FPS alone can hide the problem. Frame time is the time used to render one frame:
- 60 FPS equals about 16.7 milliseconds per frame.
- 120 FPS equals about 8.3 milliseconds per frame.
- 144 FPS equals about 6.9 milliseconds per frame.
- 240 FPS equals about 4.2 milliseconds per frame.
A mostly stable 120 FPS with occasional 40 ms spikes can feel worse than a consistent 90 FPS. After every change, compare the same section of gameplay for at least several minutes rather than relying on a single FPS number.
2. Identify the likely source
| What you observe | Likely cause | First check | Best first fix |
|---|---|---|---|
| Brief freezes when new effects, areas, or weapons appear | Shader compilation or asset streaming | Frame-time spikes without a ping spike | Allow shaders to finish compiling; update or clean-install the GPU driver |
| Rubber-banding, delayed hits, or players teleporting | Network jitter, packet loss, or route problems | Ping, packet-loss, and connection graphs | Use Ethernet, stop background uploads, and test another server region |
| Hitches when entering a new area or during heavy action | Slow storage, low free space, or memory pressure | Disk activity, RAM use, and whether the game is on an HDD | Move the game to an SSD and leave at least 15% free space |
| Regular uneven motion despite a high FPS counter | Frame pacing, refresh-rate, or synchronization mismatch | Frame-time graph and display refresh rate | Set a sensible FPS cap and use one synchronization method |
3. Fix shader-related stutters
Shader stutter occurs when the game or driver prepares a rendering effect during play. It often appears as a short hitch the first time you see a particular effect, surface, lighting condition, or weapon animation. A network speed test will not fix this type of stutter.
Use this order of checks
- Update the graphics driver through the manufacturer’s official software, then restart the PC.
- If the problem began immediately after a driver update, try the previous stable driver or perform a clean driver installation.
- Verify the game files in your launcher.
- Let the game sit at its menu or shader-preparation screen if it provides one, and play a few minutes after an update before judging performance.
- Do not repeatedly delete shader caches as a first fix. Clearing them can force the same shaders to compile again and temporarily make stutter worse.
For a GPU-limited system, lower effects quality, volumetric effects, shadows, and post-processing before reducing texture quality. Texture quality mainly consumes VRAM; shader-heavy effects are more likely to affect frame time. If the game offers a shader precompilation option, enable it, but expect the first run after a major patch or driver change to behave differently.
4. Fix network “stutter” separately
Network problems do not normally create a sawtooth GPU frame-time graph. They cause delayed movement, rubber-banding, missed hit registration, or characters snapping to corrected positions. Check the in-game ping and packet-loss indicators while the problem happens.
- Prefer wired Ethernet. If Wi-Fi is necessary, use a strong 5 GHz or 6 GHz connection and avoid playing far from the access point.
- Pause cloud backups, large downloads, video uploads, and other traffic on the same connection.
- Restart the router if latency remains abnormal, then test another available server region.
- Avoid VPNs unless they improve the route in a controlled test; they can add latency and jitter.
- Compare a quiet-network session with a busy-network session. If FPS is unchanged but ping and packet loss improve, the problem was connectivity rather than graphics.
Bandwidth needs are usually modest for the game’s gameplay data compared with video streaming. A household upload being saturated is often more damaging than a low headline download speed. For example, if a backup uses 18 megabits per second of a 20 Mbps upload connection, only 2 Mbps remains for other traffic, and queueing can make latency spike even when a speed test looks fast.
5. Move the game to suitable storage
Install Splitgate 2 on an SSD rather than an HDD when possible. A faster drive cannot raise a GPU-limited average FPS, but it can reduce delays while the game loads assets and lessen streaming-related hitching. Keep the system drive and game drive reasonably clear; a practical target is at least 15% free space.
Storage checklist
- Check whether the game is installed on an HDD, external hard drive, or slow USB device.
- Move it to an internal SATA SSD or NVMe SSD if one is available.
- Close applications that aggressively read or write files during play, including video editors and large synchronization jobs.
- Watch disk activity during a hitch. A brief disk spike alongside a frame-time spike supports a streaming or storage diagnosis.
- Do not use disk defragmentation on an SSD as a gaming fix. Keep firmware and chipset drivers current instead.
6. Stabilize frame pacing with an FPS cap
Frame pacing is often improved by limiting FPS below the display’s practical maximum instead of allowing the GPU to run at 99–100% continuously. Start with a cap that your system can hold in demanding matches.
| Display refresh rate | Starting FPS cap | Target frame time | When to choose it |
|---|---|---|---|
| 60 Hz | 58–60 FPS | 16.7–17.2 ms | Use when the PC cannot maintain higher rates consistently |
| 120 Hz | 117–120 FPS | 8.3–8.5 ms | Good starting point for a stable midrange system |
| 144 Hz | 138–141 FPS | 7.1–7.2 ms | Leaves a small headroom margin for variable-refresh displays |
| 165 Hz | 158–162 FPS | 6.2–6.3 ms | Useful when the GPU occasionally reaches its limit at 165 FPS |
| 240 Hz | 225–237 FPS | 4.2–4.4 ms | Only if the CPU and GPU can sustain the chosen cap |
The exact best cap depends on the game’s limiter and your display. Start 3–5 FPS below the refresh rate with variable refresh rate enabled, then inspect the frame-time graph. If the graph remains uneven, test the in-game limiter against the driver-level limiter, but avoid running both at once unless one is clearly inactive.
Choose synchronization deliberately
- With FreeSync or G-SYNC-compatible variable refresh rate, enable it for the display and cap FPS slightly below refresh rate.
- If you see tearing and do not use variable refresh rate, test V-Sync. It can add latency, so compare responsiveness as well as smoothness.
- Disable overlays and recording features temporarily when diagnosing. Discord, browser overlays, driver recording, and monitoring tools can add intermittent frame-time work.
7. Use settings that match the bottleneck
Do not lower every option at once. Use the counter and frame-time behavior to choose targeted changes.
- GPU-limited: lower resolution scale, shadows, effects, ambient occlusion, and post-processing. A modest resolution-scale reduction can provide more headroom than changing textures.
- CPU-limited: lower view distance, effects density, and other simulation-heavy options if available. Close background programs and check CPU temperature and clock speed.
- VRAM-limited: reduce texture quality and texture streaming options. A GPU can have enough processing power but still hitch when its VRAM is full.
- Thermally limited: check temperatures and clock frequency. Clean blocked vents, improve airflow, and remove aggressive background workloads before overclocking.
As a practical example, suppose your baseline is 120 FPS average, 70 FPS 1% low, and repeated 45 ms spikes. Capping the game at 100 FPS may reduce the average number but give the GPU roughly 20% more render-time headroom. If the 1% low rises to around 85–95 FPS and the spikes disappear, pacing was the main issue. If the spikes remain at the same moments with no GPU-load change, investigate shaders, storage, or software conflicts instead.
8. Verify the result with a controlled comparison
Make a small record after each change: resolution, graphics preset, FPS cap, average FPS, 1% low, worst frame time, ping, and whether the hitch occurred. A successful fix should improve the relevant measurement, not merely make the FPS counter larger.
- Shader fix: fewer first-encounter hitches and fewer isolated frame-time spikes.
- Network fix: lower jitter or packet loss, with smoother player movement and hit registration.
- Storage fix: fewer hitches during transitions and asset-heavy moments.
- Frame-pacing fix: a flatter frame-time graph, even if average FPS falls slightly.
If stuttering persists across multiple games, check Windows power settings, RAM stability, GPU drivers, temperatures, and background processes. If only Splitgate 2 is affected, verify its files, reset its graphics configuration, and report the reproducible map, settings, driver version, and frame-time pattern to the game’s support channels.
Quick diagnosis summary
Start with a repeatable test, then separate visual hitches from network correction. Shader symptoms call for driver and shader-cache investigation; asset-streaming symptoms call for SSD storage and free-space checks; uneven but responsive gameplay calls for an FPS cap and synchronization adjustment. Change one setting at a time and keep the option that produces the most consistent frame times, not simply the highest peak FPS.