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Omnikalc

FPS and frame time calculator

Convert frames per second into milliseconds per frame and back, compare them with your monitor's refresh rate and see how many frames a given time holds.

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Results

Frame time

16.67 ms

Frames per second

60.0 FPS

Monitor refresh interval
6.94 ms
Frames rendered per screen refresh
0.42
Below the refresh rate: adaptive sync (G-Sync, FreeSync) avoids tearing and stutter
Frames in one minute
3,600

Frames per second and frame time

Frame rate (FPS) says how many images are drawn each second. Frame time is how long each one takes, in milliseconds:

Frame time (ms) = 1,000 ÷ FPS, and FPS = 1,000 ÷ frame time

Frame time is the more useful measure for performance tuning: the difference between 30 and 60 FPS is 16.7 ms, while the difference between 120 and 144 FPS is only 1.4 ms.

Reference table

FPS Frame time
30 33.3 ms
60 16.7 ms
120 8.33 ms
144 6.94 ms
165 6.06 ms
240 4.17 ms
360 2.78 ms

Matching your monitor

A monitor refreshes at a fixed rate (60, 144, 240 Hz…). If the game draws fewer frames than the refresh rate, some frames stay on screen longer, which shows as stutter; if frames arrive at random moments, the screen can show parts of two frames at once (tearing).

  • V-Sync waits for the refresh, avoiding tearing but adding latency.
  • Adaptive sync (G-Sync, FreeSync) makes the monitor follow the game’s frame rate within its range, the best option for most players.
  • Frame caps a few FPS below the refresh rate keep adaptive sync active and reduce input lag.

Frame time consistency

Average FPS hides spikes. A game averaging 60 FPS with occasional 50 ms frames feels worse than a steady 50 FPS. Benchmarks report 1% low and 0.1% low FPS to capture these stutters, and tools such as MSI Afterburner or PresentMon can graph frame times.

Budgets for developers

At 60 FPS a game has 16.7 ms for everything: input, game logic, physics, rendering and presentation. At 120 FPS the budget halves to 8.3 ms. VR headsets need 90 FPS (11.1 ms) or more to avoid discomfort.

Video

Film uses 24 frames per second (41.7 ms per frame), European TV 25 (40 ms) and North American TV 29.97 or 30. For converting between frames and timecode, see the timecode calculator.

Frequently asked questions

How many milliseconds is 60 FPS?

16.7 ms per frame. 120 FPS is 8.3 ms and 144 FPS is 6.9 ms.

Should FPS be higher than my monitor's refresh rate?

Extra frames slightly reduce input lag but can cause tearing. With adaptive sync, capping a few FPS below the refresh rate usually feels best.

Why does my game stutter at high average FPS?

Averages hide uneven frame times. Occasional long frames, shown in 1% low figures, cause stutter even when the average looks high.

What frame rate does VR need?

Most headsets target 90 FPS or more, about 11 ms per frame, to stay comfortable.

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Results are estimates provided for information purposes. They do not replace professional advice.