Turn a monitor’s refresh rate (Hz) into milliseconds per frame and back — with one-click presets and a clean summary you can paste into notes or streams. All arithmetic stays in your browser, like APK Analyzer and APK String Extractor: no uploads.
Hertz = full frames the display can ideally show per second (panel / mode dependent).
Time budget for one frame: 1000 ÷ Hz (milliseconds).
| Hz | ms / frame | Action |
|---|
Caps row is a simple vsync mental model (full frames at the panel rate). Real games add queueing, VRR, and 1% lows — see the FAQ below.
FPS (frames per second) and frame time (milliseconds per frame) describe the same rhythm two ways: FPS = 1000 / ms when ms is the length of one
frame. Competitive players watch frametime consistency (spikes feel like stutter) as much as peak FPS — this page only covers the ideal constant case so the algebra is obvious, parallel to how
APK Analyzer makes file structure explicit instead of hiding it behind a server.
Your monitor’s Hz caps how often a new full frame can be presented under typical full-screen modes. The GPU may render faster or slower; if it is slower, you feel FPS below the cap. If it is faster, you may see tearing unless vsync or VRR changes how frames line up.
No. Hz ↔ ms math runs only in your JavaScript tab — the same local-only approach as APK Analyzer and APK String Extractor.
No. FPS depends on GPU load, settings, drivers, and the game engine. Refresh rate is the display’s upper bound for how often it can show a new full frame (with typical full-screen presentation).
Frame time is how long one frame is on screen in time units — at 60 FPS each frame is about 16.67 ms; at 120 FPS about 8.33 ms. Lower frame time usually feels smoother when motion is consistent.
With vsync on, many setups cap rendering to the display refresh (or an integer fraction of it) to avoid tearing. This tool does not change your drivers — it only shows the numbers behind the cap.
Most refresh rates do not divide 1000 evenly; repeating decimals are normal. You can round mentally for quick estimates.
No — it is an educational converter. Real optimisation needs measured 1% lows, frametime plots, and reproducible test scenes.
This page models a single nominal refresh value (or the inverse ms). VRR changes how frames are presented over time; use those technologies’ docs for behaviour details.
Yes if you know the panel’s refresh mode; some devices vary refresh dynamically so the number you enter is whatever mode you care about.
Cinema often uses ~24 FPS for motion-blur aesthetics; the same ms = 1000 / FPS formula applies — it is unrelated to gaming monitors but the math is identical.
Yes: nothing is sent to DroidXP for the calculation. Only ordinary page assets load like any static site.