Frame-Time and FPS Converter
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Understand FPS and frame time
How to convert FPS to milliseconds
Milliseconds per frame = 1000 ÷ FPS. The reciprocal calculation is FPS = 1000 ÷ milliseconds per frame. Enter your average FPS and display refresh rate above; add 1% and 0.1% low FPS only if your benchmark provides them. The common-target table uses the same conversion as the calculator.
Reading average FPS and low-FPS inputs
An average can hide uneven delivery. The low-FPS fields convert the numbers you supply into reciprocal time equivalents; they do not rebuild a frame-time trace or calculate percentiles from individual frames. Benchmark tools can define lows differently, so compare results collected using the same method and test scene.
Refresh interval is not input latency
A 120 Hz display has a 8.33 ms refresh interval. The budget comparison asks how the converted average frame time relates to that interval. It does not measure button-to-pixel latency or guarantee smooth delivery. Frame pacing, synchronization, queueing, and display processing are separate considerations.
Worked example: 120 FPS with lower lows
The example converts 120 average FPS to 8.33 ms, a 90 FPS 1% low to 11.11 ms, and a 60 FPS 0.1% low to 16.67 ms. At 120 Hz the average uses 100% of one refresh interval, but the supplied lows correspond to longer intervals. A good average alone does not rule out slow frames.
What to check when results look uneven
Use a repeatable benchmark and inspect its frame-time trace before assigning a cause. This converter does not measure your current FPS, detect shader compilation, identify a CPU or GPU bottleneck, or change game settings. If frame generation is enabled, keep generated-frame figures separate from base-rendered performance when comparing runs.
| 30 FPS | 33.33 ms |
|---|---|
| 40 FPS | 25.00 ms |
| 60 FPS | 16.67 ms |
| 90 FPS | 11.11 ms |
| 120 FPS | 8.33 ms |
| 144 FPS | 6.94 ms |
| 165 FPS | 6.06 ms |
| 240 FPS | 4.17 ms |
| 360 FPS | 2.78 ms |