StatGardenREF. DESK
Calculators/Gaming/FPS to frame time
Gaming

FPS to frame time calculator

Converts a frame rate to the milliseconds each frame takes, and shows what a monitor at a given refresh rate can actually display.

Published 1 October 2026

What this calculator does

Frame rate is the wrong unit for thinking about smoothness, because it is not linear. Going from 30 to 60 fps saves 16.7 milliseconds per frame, while going from 120 to 150 saves only 1.7. The first is transformative and the second is almost imperceptible, and the frame rate numbers give you no clue that this is the case.

Frame time is the honest unit. It converts the comparison into milliseconds, which is the same unit as your input lag and your network latency, so you can finally add them up and see which part of the chain is actually costing you.

The formula

Formulaframe time (ms) = 1000 ÷ frames per second; frames displayed per second = the lower of the frame rate and the refresh rate

Frame time is 1000 ÷ frames per second, in milliseconds. The refresh interval is the same calculation on your monitor refresh rate. Because a monitor can only show a new image when it refreshes, the frames actually displayed per second is the lower of the two figures, and anything your card renders beyond that is discarded unless adaptive sync is doing something about it.

TermMeaning
Frame timeMilliseconds between one frame and the next.
Refresh intervalMilliseconds between monitor refreshes. A 60 Hz panel refreshes every 16.67 ms.
Frames displayedThe lower of your frame rate and your refresh rate.
Wasted framesFrames rendered that the monitor never shows.

The inputs explained

FieldWhat to enter
Frame rate (fps)Your average frame rate. If you have a 1% low figure, run that too, since the lows are what you actually notice.
Monitor refresh rate (Hz)Your monitor refresh rate in hertz. Check it in display settings rather than assuming, as panels often ship set to 60 Hz.
Session length (min)How long you play, in minutes. Used only for the total frames figure.

When to use it

Deciding whether an upgrade is worth it

Convert both frame rates to frame time before comparing. A jump from 45 to 60 fps saves 5.6 ms per frame; one from 120 to 144 saves 1.4 ms. The second sounds bigger in fps terms and is four times smaller in the unit that matters.

Working out if your monitor is the bottleneck

If your frame rate is well above your refresh rate, the wasted frames line tells you how much work is being thrown away. That is the case for either capping the frame rate or buying a faster panel.

Adding up your input lag

Frame time is one term in the chain alongside input polling, display response and network latency. Having it in milliseconds lets you add it to the others instead of guessing at its share.

Worked examples

Every figure in the tables below is produced by this page’s own calculator at build time, so the numbers and the tool always agree. Select any row to load that scenario.

What does each frame rate cost in milliseconds?

Frame rate climbs steadily. The time saved each step does not.

Against a 60 Hz monitor
Frame rateFrame timeFrames displayed per secondFrames wasted per second
30 fps33.33 ms300
45 fps22.22 ms450
60 fps16.67 ms600
90 fps11.11 ms6030
120 fps8.33 ms6060
144 fps6.94 ms6084
240 fps4.17 ms60180
Going from 30 to 60 fps cuts the frame time from 33.33 ms to 16.67 ms, a saving of 16.67 ms. Going from 120 to 144 cuts it from 8.33 to 6.94, a saving of 1.39 ms, twelve times smaller for a similar-sounding jump. On a 60 Hz panel everything above 60 fps is discarded, which is 180 frames a second thrown away at 240 fps.

How much does the monitor refresh rate matter?

The frame rate is fixed here, so only the panel changes.

A steady 144 fps
Refresh rateRefresh intervalFrames displayed per secondFrames wasted per second
60 Hz16.67 ms6084
75 Hz13.33 ms7569
120 Hz8.33 ms12024
144 Hz6.94 ms1440
240 Hz4.17 ms1440
At 144 fps on a 60 Hz panel, 84 frames a second are rendered and never shown. Moving to a 144 Hz panel displays all of them and drops the refresh interval from 16.67 ms to 6.94 ms. Going beyond 144 Hz gains nothing here, because the frame rate itself becomes the limit.

Questions

Is 60 fps enough?

For most single-player games, comfortably. The honest way to answer it is in frame time: 60 fps is 16.7 ms per frame, which is below the threshold most people notice in slower games, and above it for fast competitive ones.

Why cap my frame rate below my refresh rate?

With adaptive sync, capping a few frames below the refresh rate keeps you inside the variable range and avoids the latency penalty of hitting the ceiling. Without it, uncapped frames above the refresh rate just produce tearing and heat.

Does frame time tell me about stutter?

Average frame time does not. Stutter is variance, so a run of 6 ms frames with an occasional 40 ms one feels bad despite a good average. Look at 1% low figures and put those through here as well.

How does this relate to input lag?

Frame time is one component. Your total lag also includes input polling, game logic, render queue and display response. Having the frame contribution in milliseconds lets you compare it with the rest instead of guessing.

The other half of aim consistency is sensitivity, which cm per 360 makes comparable across games, and time to kill puts the milliseconds in context.