# I have a question about fps

**URL:** <https://discourse.glfw.org/t/i-have-a-question-about-fps/1498>\
**Category:** support\
**Created:** [February 28, 2020, 3:59am UTC](https://discourse.glfw.org/t/i-have-a-question-about-fps/1498 "2020-02-28T03:59:41Z")\
**Posts on this page:** 1\
**Showing post:** 2

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**Author:** ![dougbinks](https://yyz1.discourse-cdn.com/flex035/user_avatar/discourse.glfw.org/dougbinks/32/39_2.png) [@dougbinks](https://discourse.glfw.org/u/dougbinks)\
**Post date:** [February 28, 2020, 12:02pm UTC](https://discourse.glfw.org/t/i-have-a-question-about-fps/1498/2 "2020-02-28T12:02:10Z")

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Hi Breeze,

Welcome to the GLFW forums!

What you describe sounds like correct behaviour.

With glfwSwapInterval(1) the application should run at \<= refresh rate.  
With glfwSwapInterval(0) the application can run at any rate,and should run faster than with glfwSwapInterval(1).

I do not know why FRAPS would change the frame rate.

We have seen some issues with OpenGL on Intel hardware, see:

> [@Most frames are not drawn on Intel graphics and Windows 10](https://discourse.glfw.org/t/most-frames-are-not-drawn-on-intel-graphics-and-windows-10/1395):
>
> Hi everyone, I am running into some extremely bizarre behavior in my app, which I later reproduced with a single triangle Hello World. The triangle is supposed to smoothly move in a circle at a steady speed, as per this tutorial: [Chapter&nbsp;3.&nbsp;OpenGL's Moving Triangle](https://paroj.github.io/gltut/Positioning/Tutorial%2003.html) What happens instead is that only one frame in about 30 is actually shown on the screen. I tested that glfwSwapBuffers is actually called 60 frames per second (or a lot more often with vsync off), it’s just that the majority of thes…

and:

> [@Swap interval N cause 1/N fps except if glGetError is called](https://discourse.glfw.org/t/swap-interval-n-cause-1-n-fps-except-if-glgeterror-is-called/1298):
>
> Hi Everybody, slight_smile I’ve noticed an interesting behavior of swap interval and glGerError. If the swap interval is set to N then the frame rate drops to around 1/N fps. Except if glGetError is invoked in the rendering loop because then everything works as it supposed to, frame rate is MonitorRefreshRate/N fps. Here is a scoped down example, repetitively fade the background color to white and to black in 1-1 seconds. If swap interval is 0 (or not set at all) then runs at very high fps…

We believe these are Intel driver related, so if you are experiencing a similar issue please try updating your drivers first.

If you struggle with English it might help to write the post in your own language and also in English - there’s a chance someone might be able to read it (I can read French and basic Dutch and German), and Google translate from your language may also help us in addition to your own English (which is very good).

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