Frame Time Reference
Frame time is 1000 ÷ FPS. It is the unit that makes two upgrades comparable.
BFCBrilliance · bfcbrilliance.com/tools/fps-frame-time-calculator
FPS to frame time
- 30 fps
- 33.3 ms
- 60 fps
- 16.7 ms
- 90 fps
- 11.1 ms
- 120 fps
- 8.3 ms
- 144 fps
- 6.9 ms
- 240 fps
- 4.2 ms
- 30 → 60 saves
- 16.7 ms per frame
- 120 → 150 saves
- 1.7 ms — same +30 fps
- The rule
- frame time = 1000 ÷ fps
This machine
- Game and settings
- Date
- Average fps
- FRAME TIME
- 1% low fps
- Low frame time
- HITCH SIZE
- Refresh rate
- Frame budget
- Frames per refresh
- Target fps
- MS SAVED
Compare settings on frame time, not fps
| Setting changed | Avg fps | Frame time | 1% low | Hitch ms |
|---|---|---|---|---|
Before spending on performance
- Measured with an overlay reporting averages AND 1% lows
- Upgrade compared in ms saved, not fps gained
- 1% lows checked - stutter is felt more than average
- Hitch size compared against a normal frame time
- Refresh rate budget checked against your frame time
- Consistency considered before raw average
- Capping slightly below refresh tried for single-player
- Same scene and settings used for before-and-after
The same +30 fps is not the same upgrade
30 to 60 saves 16.7 ms a frame. 120 to 150 saves 1.7 ms. Identical on the counter, ten times apart in what you actually perceive. Compare upgrades in milliseconds saved and the decision usually makes itself.
Consistency beats average
A locked 60 often feels better than an unlocked 80 that dips, because the eye notices change more than level. If the average looks fine and the game still feels bad, put your 1% low into the tool - a hitch approaching the length of a normal frame is a visible stutter, and fixing that beats adding average frames.