# How FPS and Refresh Rate Become Frame Time
Frame time is the inverse of frame rate: 1000 / FPS gives milliseconds per frame. A 60 FPS game has about 16.67 ms for each frame, while 144 FPS has about 6.94 ms. Comparing those values with the monitor refresh interval makes an FPS number easier to interpret.The planner uses three declared points - lowest, usual and highest FPS - so it can show whether your performance range stays in one cadence zone or crosses a boundary. It does not sample the game, measure latency or claim that a stable average is a stable frame time. # Reading a Fixed Refresh Display
| 60 FPS | 16.67 ms | Matches a 60 Hz interval |
| 120 FPS | 8.33 ms | Fits below a 144 Hz interval |
| 240 FPS | 4.17 ms | Exceeds a 144 Hz refresh ceiling |
A frame that takes longer than one refresh interval can miss the next presentation opportunity. A frame rate above the refresh ceiling can produce work the panel cannot show at once. These are timing relationships, not a guarantee of perceived smoothness. # What VRR and VSync Mean in This Model
Variable refresh rate allows a compatible display to adapt its timing within a supported floor and ceiling. VSync describes a synchronization choice that can contain presentation to refresh timing, but it can also change latency and how missed intervals appear. Keep both switches explicit when comparing scenarios.
Use the VRR ceiling as a test point
If your usual FPS sits above the VRR ceiling, try a cap just below it and compare actual frame-time consistency. The right value depends on the game, driver and display, so treat the cap as an experiment rather than a universal rule. # When the Planner Is Not Enough
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Use a frame-time graph when FPS is stable but motion still feels uneven.
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Check the minimum and 1% low values when a short hitch matters more than the average.
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Test the game at the same resolution, graphics settings and display mode used for play.
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Treat the VRR range as a hardware setting to verify, not an assumed promise for every connection or mode.
A clean number is not a clean capture
This tool helps you choose what to test. It cannot see spikes, queue depth, scanout timing or a game-specific limiter. Confirm important decisions with a real frame-time capture.