Jose Romero

← All benchmarks← Back to the post

Personal gaming benchmark · September 2026

Four games on CachyOS and Strix Halo

A baseline I can compare with future operating-system tests: FPS, frame pacing and memory from the games I actually play.

GMKtec EVO-X2 (paid link) · AMD Ryzen AI Max+ 395 · Radeon 8060S · 128 GB unified memory · 60 Hz monitor · CachyOS kernel 7.2.5-1-cachyos

Affiliate links may earn me a commission at no extra cost to you. As an Amazon Associate I earn from qualifying purchases.

The selected captures

Four games, one run shown per game

These are current-settings personal snapshots, not repeated controlled tests. Rocket League has two valid runs; this display uses the one with the higher unrounded average FPS and never blends their measurements. All valid captures remain in the downloadable data.

Slay the Spire 253.3 avg FPS
1% low22.4
P99 frame time33.8 ms
System RAM mean27.2 GiB
GPU VRAM / GTT mean1.7 / 3.0 GiB
Rocket League62.0 avg FPS
1% low41.1
P99 frame time22.8 ms
System RAM mean28.2 GiB
GPU VRAM / GTT mean1.8 / 2.2 GiB
ARC Raiders35.9 avg FPS
1% low3.2
P99 frame time44.6 ms
System RAM mean40.4 GiB
GPU VRAM / GTT mean1.9 / 4.6 GiB
Overwatch53.4 avg FPS
1% low13.8
P99 frame time41.4 ms
System RAM mean43.3 GiB
GPU VRAM / GTT mean1.8 / 3.3 GiB

Read the ARC Raiders result with its loading period. The full capture includes loading and two large frame gaps near visible loading/tip screens. Its 3.2 FPS calculated 1% low is not a sustained active-gameplay rate. The captured footage mainly shows traversal, not a demanding firefight.

GameAvg FPS1% low FPSP99 frame msSystem RAM GiBVRAM GiBGTT GiBCapture s
Slay the Spire 253.322.433.827.21.73.0120.0
Rocket League62.041.122.828.21.82.257.6
ARC Raiders35.93.244.640.41.94.6120.0
Overwatch53.413.841.443.31.83.3120.0

RAM, VRAM and GTT are mean readings over approximately aligned capture windows. These accounting views overlap on a unified-memory machine; do not add them together.

Visual evidence

FPS, pacing and memory

Average FPS and calculated 1% lows
Average FPS and calculated 1% lows Higher is better. ARC Raiders includes loading. SVG
Frame-time pacing
Frame-time pacing P99 frame time and long frames add context that an average FPS hides. SVG
Whole-system RAM
Whole-system RAM Includes the operating system and other processes. SVG
GPU VRAM and GTT
GPU VRAM and GTT Driver-reported device allocations, overlapping unified-memory views. SVG
Open per-game frame-time timelines and system load
Slay the Spire 2 frame-time timeline
Slay the Spire 2 frame-time timeline Menus, setup and combat appear in the capture. SVG
Rocket League selected-run timeline
Rocket League selected-run timeline The selected run has the higher unrounded average FPS. SVG
ARC Raiders frame-time timeline
ARC Raiders frame-time timeline The loading portion is retained. SVG
Overwatch frame-time timeline
Overwatch frame-time timeline Open Queue match, including a scoreboard. SVG
CPU, GPU and APU sensor load
CPU, GPU and APU sensor load Whole-system and device-wide measurements, approximately aligned. SVG
Observed setup

What the settings screens showed

ARC Raiders settings were observed after its capture. Overwatch settings were observed before its capture. These are documented screen states, not proof that every setting stayed fixed throughout play. Slay the Spire 2 and Rocket League settings were not completely recorded.

ARC Raiders observed settings
ARC Raiders observed settings Epic preset, FSR Balanced; the display showed 2024×848 internal to 3440×1440 output. SVG
Overwatch observed settings
Overwatch observed settings Medium graphics quality with lower textures, shadows and effects; automatic frame rate. SVG
How to read this

Definitions and limits

Inspect it yourself

Sanitized measurements

The downloadable files preserve all five valid capture windows, including the second Rocket League run. These are derivatives of Jose's saved collector logs; original private run files and footage are not published.

Provenance

Sources and measurement tools

The FPS, frame-time and sensor numbers above are Jose's own September 2026 captures, calculated from the published frame-time samples and published derived sensor intervals. The linked tool documentation explains collection and memory terminology; it is not an independent validation of these personal results.

The video and companion post discuss the experience of playing these games. This report keeps the measurements, definitions and limitations together for closer inspection.