Game FPS Hz Frame Time Planner

Compare game frame time with monitor refresh, VRR and VSync settings to understand where frames fit, repeat or risk tearing.

Read the cadence

Tell the planner what the game produces, describe the display, then compare frame tiles with its refresh pulses.

01

1. Game signal

Use a recent in-game range or repeat one known FPS.

02

2. Display timing

Quick monitor presets

The fixed refresh ceiling used to calculate the frame budget.

03

Frame tiles crossing monitor refresh pulses

MS / FRAME
04

What the cadence says

Cadence has room

Your usual FPS sits inside the active VRR window, so the display can follow the game signal.

Fits one refresh intervalInside VRR window
Usual output100 FPS
Frame time10.00 ms
Refresh budget6.94 ms
Monitor144 Hz
VRR window48-144 Hz
Sync pathVRR on + VSync on
Game FPSFrame timeCadence reading
72 FPS13.89 msInside VRR window
100 FPS10.00 msInside VRR window
118 FPS8.47 msInside VRR window
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Frequently Asked Questions

What does frame time mean?

Frame time is the time available to produce one frame, expressed in milliseconds. It is calculated as 1000 divided by FPS, so 60 FPS is about 16.67 ms per frame.

Why does a 144 Hz monitor have a 6.94 ms budget?

A 144 Hz display refreshes 144 times per second. Dividing 1000 milliseconds by 144 gives a refresh interval of about 6.94 ms.

What does VRR change?

Variable refresh rate lets a compatible display adjust its refresh timing to the game within a supported range. The planner marks FPS inside or outside the range; it does not measure the monitor or driver behavior.

What happens when FPS is higher than monitor Hz?

A fixed refresh display cannot show every completed frame. With VSync off, extra frames can increase the chance of visible tearing. With VSync on, output is normally constrained by the synchronization path.

Is this a stutter detector?

No. It is a planning tool using FPS values you provide. It cannot observe frame-time spikes, render queues, input latency, dropped frames or a specific game engine.

Should I cap FPS below the VRR maximum?

A cap just below the configured VRR maximum is a common starting point when you want to avoid repeatedly hitting the top of the range. Test the result in your game because driver, game and display behavior differ.

# 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

Signal Frame time Interpretation
60 FPS16.67 msMatches a 60 Hz interval
120 FPS8.33 msFits below a 144 Hz interval
240 FPS4.17 msExceeds 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

  • Use a frame-time graph when FPS is stable but motion still feels uneven.
  • Check the minimum and 1% low values when a short hitch matters more than the average.
  • Test the game at the same resolution, graphics settings and display mode used for play.
  • 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.