Convert frame time to FPS and FPS to milliseconds
Frame rate and frame time describe the same thing from two sides. FPS counts how many frames appear each second; frame time is how many milliseconds each one takes. This frame time calculator converts either way — frame time to FPS, or FPS to ms — and lays out the frame budget for every common refresh rate from 24 to 540 Hz, so you can see what a 144 Hz or 240 Hz target actually asks of your PC.
There is also a log analyser: paste the frame-time column from a benchmark capture and get the average FPS, the 1 % and 0.1 % lows (both common definitions), the worst frame and a stutter count. Everything is calculated in your browser.
How to use the frame time calculator
- Choose FPS → frame time or Frame time → FPS. Switching carries your current answer across.
- Type the frame rate (or tap a common target such as 60, 144 or 240), or type a frame time in milliseconds.
- Read the answer, the microseconds per frame and frames per minute, and the 100 ms timeline compared with 60 FPS.
- Use the frame-budget table to compare refresh rates; the row nearest your value is highlighted.
- Optionally open Analyse a frame-time log and paste your frame times in ms to get average FPS and lows.
Frame Time Calculator features
Both directions
ms to FPS and FPS to ms with three-decimal precision, so 6.944 ms and 4.167 ms read correctly.
Frame-budget table
From 24 FPS film rates to 540 Hz esports monitors, with the difference from your value in ms.
Visual timeline
Frame boundaries in a 100 ms window next to a 60 FPS reference, so pacing differences are obvious.
1 % and 0.1 % lows
Reported as the percentile frame time and as the average of the slowest frames, because tools use both.
Stutter count
Frames that took more than twice the median frame time — the hitches you feel even when average FPS looks fine.
The formula: ms = 1000 ÷ FPS
A second has 1,000 milliseconds, so the time per frame is 1000 divided by the frame rate, and the frame rate is 1000 divided by the frame time. At 60 FPS each frame has 1000 ÷ 60 = 16.667 ms. At 144 FPS it is 6.944 ms, and at 240 FPS 4.167 ms. Going the other way, an 8 ms frame time is 1000 ÷ 8 = 125 FPS.
Because the relationship is a reciprocal, gains shrink as FPS rises. Going from 30 to 60 FPS saves 16.7 ms per frame; going from 144 to 240 saves only 2.8 ms; 240 to 360 saves 1.4 ms. That is why frame time is the better unit for judging how much a setting really costs: “this effect costs 2 ms” means the same at any frame rate, while “it costs 20 FPS” does not.
Frame budgets for common refresh rates
To keep up with a monitor, the CPU and GPU must both finish their share of the work inside that budget. If a frame takes longer, it misses the refresh; with V-Sync it waits for the next one, and without it you may see tearing. Check what your screen actually runs at with the refresh rate test.
| Refresh rate | Frame time | Typical use |
|---|---|---|
| 30 FPS | 33.333 ms | Console quality modes, older games |
| 60 FPS / Hz | 16.667 ms | Standard monitors and TVs |
| 120 FPS / Hz | 8.333 ms | Phones, TVs, console performance modes |
| 144 FPS / Hz | 6.944 ms | Mainstream gaming monitors |
| 165 FPS / Hz | 6.061 ms | Many 1440p gaming monitors |
| 240 FPS / Hz | 4.167 ms | Competitive esports monitors |
| 360 FPS / Hz | 2.778 ms | High-end esports monitors |
| 540 FPS / Hz | 1.852 ms | Fastest current esports panels |
Average FPS, 1 % lows and stutter
Average FPS hides spikes. A game averaging 140 FPS can still hitch if a few frames take 30 ms or more. Capture tools therefore report lows. The calculator shows two common definitions: the 99th-percentile frame time converted to FPS (99 % of frames were faster than this), and the average FPS of the slowest 1 % of frames. The second is always equal or lower. 0.1 % lows work the same way with the slowest 0.1 %.
Average FPS is calculated as total frames divided by total time — the way benchmark tools report it — not as the mean of per-frame FPS values, which overstates performance. A short log gives unstable lows: 1 % of 500 frames is only five frames, so capture at least a minute of play when you compare settings.
Frame time is only one part of what you feel. The input lag test estimates the delay from your click to the next frame, and the mouse polling rate test shows how often your mouse reports.
Frame Time Calculator FAQ
How do I convert ms to FPS?
Divide 1000 by the frame time in milliseconds. 16.67 ms is 1000 ÷ 16.67 ≈ 60 FPS; 10 ms is 100 FPS; 5 ms is 200 FPS.
How do I convert FPS to frame time?
Divide 1000 by the frame rate. 144 FPS gives 6.944 ms per frame and 240 FPS gives 4.167 ms.
What frame time is 60 FPS?
16.667 milliseconds. Each frame must be ready within that time to show a new image on every refresh of a 60 Hz screen.
Is frame time the same as input lag?
No. Frame time is how long one frame takes to produce. Input lag adds the time for your input to be read, the game to react, the frame to be queued and the display to show it — usually several frame times in total.
What is a good 1 % low?
Ideally close to your average FPS and above your monitor’s refresh rate. A large gap between the average and the 1 % low points to stutter, often from shader compilation, streaming or background tasks.
Why is my frame time graph spiky when FPS looks stable?
An FPS counter averages over half a second or more, so single long frames disappear. A frame-time graph shows every frame, which is why it reveals stutter that an FPS number hides.