Star Trek: Starfleet Command III packshot image
Star Trek: Starfleet Command III is a Star Trek computer game published in 2002. It takes place in the Next Generation/Deep Space Nine/Voyager era, as opposed to the previous games in the series, which took place in the TOS movie era. Although the gameplay of SFC III attempts to retain the aspects which made the original SFC successful, there are voices which decry the "dumbed down" game dynamics represented in SFC III. One of the most striking changes, although certainly not the only one, over the old games, is the fact that all starships only have 4 shield "faces"; those of fore, aft, port and starboard, whereas in the original shield rules as drawn from the original table top game "Star Fleet Battles" were translated into 6 shield sides for the original SFC games, and thus much more true to the spirit of the game from which the PC SFC games were derived.
Star Trek: Starfleet Command III GPU Frames Per Second Chart

Our objective is to build an accurate Star Trek: Starfleet Command III frame rate chart that lets PC gamers select from any Nvidia or AMD graphics card series. In this beta feature we provide Star Trek: Starfleet Command III FPS data, displayed based on a default screen resolution of 1080p.

Premium members can adjust the charts game graphics settings and select multiple graphics card series for frame rate comparison. For example, if you want to quickly compare frame rates for Star Trek: Starfleet Command III between AMD Radeon RX-500 Series versus FPS for Nvidia’s GeForce 20 Series, then you can see those results displayed below.

Star Trek: Starfleet Command III Frame Rate Chart Options
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Star Trek: Starfleet Command III User Submitted Frame Per Second Results

Our next development is focused on incorporating our bespoke machine learning code that continues to enhance these Star Trek: Starfleet Command III frames per second results as more and more of you (PC gamers) submit your own frame rates. Submitted frame rates will automatically be processed, removing anomalies and building increasingly reliable game FPS from all the good data until the performance graph above is pinpoint accurate. The more benchmarks you submit, the more confident we can be in the FPS prediction data across all games and hardware.

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