FPS to Frame Time Converter
Convert frames per second to milliseconds per frame and back, and see what a higher frame rate really buys you.
| FPS / refresh rate | Frame time (ms) |
|---|
How to use it
Type a frame rate into the FPS box and the frame time appears instantly. Frame time is how many milliseconds each frame takes to render. To go the other way, type a frame time, for example from a benchmark overlay or frame-time graph, into the ms box and you'll get the equivalent FPS. The compare boxes show how many milliseconds per frame you save moving from one frame rate to another, like 60 FPS to a 144 Hz monitor.
The math is simple: frame time in milliseconds equals 1000 divided by FPS. 60 FPS is 16.67 ms per frame, 120 FPS is 8.33 ms, and 240 FPS is about 4.17 ms. The reverse is FPS equals 1000 divided by frame time.
Why frame time matters more than FPS
FPS is an average, and averages hide stutter. A game can report 60 FPS while a few frames take 50 ms each, and you'll feel those hitches. That's why benchmarkers look at frame-time graphs and "1% low" numbers. The relationship also isn't linear: going from 30 to 60 FPS cuts 16.7 ms off every frame, while going from 144 to 240 FPS saves only about 2.8 ms. Each extra frame per second matters less the higher you go, which is useful to know before buying a faster monitor or GPU.
FAQ
What is a frame budget? It's the time a game has to finish each frame to hit a target. Developers aiming for 60 FPS have a 16.67 ms budget for game logic, physics, and rendering combined. At 120 FPS the budget halves to 8.33 ms.
Is frame time the same as input lag? No. Frame time is one part of total system latency. Input lag also includes the mouse or controller, the game engine's pipeline, the display's processing, and pixel response. Lower frame time usually helps, but it isn't the whole picture.
Should my FPS match my monitor's refresh rate? Matching, or using variable refresh like G-Sync or FreeSync, avoids tearing and uneven pacing. Look up your monitor's refresh rate in the table above to see its per-frame time.
Is anything sent to a server? No. The calculations run entirely in your browser.