Unverified50% confidenceFactExact time
When the frame rate is locked at 30fps, the system actively inserts approximately 33ms of inter-frame waiting, and even when the CPU and GPU are not busy, these waits still count toward the total load time.
1
Sources
50%
Confidence
Long-term
Relevance
10/2/2026
First Seen
Sources
Related Entities
Related Claims
UnverifiedAt 60 FPS, the processing time window per frame is only approximately 16.67 milliseconds, and exceeding this causes frame drops or latency accumulation.75% similarUnverifiedA 3-billion-parameter Llama takes 1 to 3 seconds per call on CPU, while a 70B model takes 40 seconds per call.75% similarVerifiedThe end-to-end latency of direct cellular connections must account for the additional ground gateway backhaul and core network processing, and the actual user-perceived latency is typically on the order of 100–300 milliseconds74% similarUnverifiedReal-time inference requires the inference time per frame to be less than the inter-frame interval, for example 30fps corresponds to approximately 33 milliseconds.74% similarUnverifiedOn the same device, simply removing the 30fps frame rate cap during the preloading phase reduced load time from 4.1 seconds to 1.7 seconds.73% similar
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