Games update based on frames (FPS). If a game runs at 144 FPS, it processes logic roughly every . Any clicks happening faster than the frame update are often ignored or "batched" into a single action by the game engine. 4. Use Cases: Why Use One?
Outside of marketing hype, there are legitimate uses for nanosecond-scale automation:
, the best tools are optimized to keep CPU usage low while maintaining high speeds. Game/App Limits:
Games update based on frames (FPS). If a game runs at 144 FPS, it processes logic roughly every . Any clicks happening faster than the frame update are often ignored or "batched" into a single action by the game engine. 4. Use Cases: Why Use One?
Outside of marketing hype, there are legitimate uses for nanosecond-scale automation: nanosecond autoclicker work
, the best tools are optimized to keep CPU usage low while maintaining high speeds. Game/App Limits: Games update based on frames (FPS)