<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Hardware on BeyondTopics</title><link>https://www.beyondtopics.com/en/tags/hardware/</link><description>Recent content in Hardware on BeyondTopics</description><generator>Hugo</generator><language>en</language><lastBuildDate>Tue, 03 Nov 2026 00:09:25 +0100</lastBuildDate><atom:link href="https://www.beyondtopics.com/en/tags/hardware/index.xml" rel="self" type="application/rss+xml"/><item><title>Console Framerate Issues: Why GPU Power Isn't Always Enough</title><link>https://www.beyondtopics.com/en/console-framerate-issues-why-gpu-power-isn-t-always-enough/</link><pubDate>Tue, 03 Nov 2026 00:09:25 +0100</pubDate><guid>https://www.beyondtopics.com/en/console-framerate-issues-why-gpu-power-isn-t-always-enough/</guid><description>&lt;p&gt;Whenever a significant video game production is presented with a frame rate capped at thirty frames per second, an immediate wave of disappointment ripples through the enthusiast community. The most common tendency is to attribute this technical choice to poor visual optimization or a deficit in power from the graphics processing unit integrated into the console. Surfaces density, internal resolution, and detail sharpness are analyzed, convinced that by trimming some visual effects, achieving the ideal fluidity of sixty frames per second can be done effortlessly.&lt;/p&gt;</description></item></channel></rss>