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HomeGame DevFPS ↔ Frame Time Converter

Example: FPS ↔ Frame Time Converter

A worked example, rendered from real sample data. Sign in to run the tool on your own input.

Input
60
Output
Frame rate   60.00 fps
Frame time   16.667 ms  (16667 µs)
Read as      frame rate

Common targets
   24 fps     41.667 ms   fits   +25.000 ms
   30 fps     33.333 ms   fits   +16.667 ms
   48 fps     20.833 ms   fits   +4.167 ms
   60 fps     16.667 ms   fits   +0.000 ms
   72 fps     13.889 ms   over   -2.778 ms
   90 fps     11.111 ms   over   -5.556 ms
  120 fps      8.333 ms   over   -8.333 ms
  144 fps      6.944 ms   over   -9.722 ms
  165 fps      6.061 ms   over   -10.606 ms
  240 fps      4.167 ms   over   -12.500 ms

Dropping to 48 fps buys 4.167 ms more per frame.
Reaching 72 fps needs 2.778 ms cut from the frame.

V-Sync on a 60 Hz display (interval 16.667 ms)
  1 interval     16.667 ms budget  locks to   60.00 fps  <= current
  2 intervals    33.333 ms budget  locks to   30.00 fps  <= current
  3 intervals    50.000 ms budget  locks to   20.00 fps  <= current
  4 intervals    66.667 ms budget  locks to   15.00 fps  <= current
  A 16.667 ms frame misses no intervals and presents at 60.00 fps with V-Sync on.

About FPS ↔ Frame Time Converter

FPS ↔ Frame Time Converter preview - Game Dev tool

Convert between FPS and milliseconds per frame with performance budgets. Part of the DevTools Surf developer suite. Browse more tools in the Game Dev collection.

Use Cases

  • Game programmers budgeting CPU and GPU time per frame
  • Performance engineers diagnosing frame time spikes and hitches
  • Technical directors setting frame rate targets for new projects
  • VR developers ensuring consistent 90 FPS for motion sickness prevention

Tips

  • Remember: 60 FPS means only 16.67ms per frame budget
  • Subtract engine overhead to find your actual render budget
  • Compare 30, 60, and 120 FPS targets for platform planning

Fun Facts

  • The human eye can perceive differences up to approximately 150-240 FPS in controlled studies — the myth that 'the eye can only see 30 FPS' has been thoroughly debunked.
  • John Carmack's id Software pioneered 60 FPS gameplay with Quake III Arena in 1999, when most games targeted 30 FPS — this standard persists in competitive gaming today.
  • At 120 FPS, each frame has only 8.33ms to render — this is why PS5 and Xbox Series X games that target 120 FPS often reduce resolution or visual fidelity significantly.

FAQ

Why convert FPS to milliseconds?
Frame budget. 60 FPS = 16.67ms per frame. Every game logic + render must fit in that window. Knowing the exact budget helps optimization.
What targets are common?
60 FPS (16.67ms) for smooth gameplay. 30 FPS (33.33ms) for cinematic / mobile. 120/144 FPS for competitive games.
What's vsync?
Synchronization with display refresh rate. 60Hz monitor = 60 FPS maximum vsync'd. Tearing happens without vsync when frame rate and refresh don't match.
Performance budgets shown?
Yes — the tool shows typical budget breakdowns (physics 2ms, render 8ms, logic 4ms, etc.). Useful for profiling and identifying bottlenecks.

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