FPS Test — Check Your Frame Rate Online
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Ready to Test FPS
Measures browser graphics frame pacing, delivery rate, 1% lows, and render stability.
Real-Time Timeline
(Buffered 150 Frames)FPS Diagnostic Report
Frame delivery was highly consistent with minimal timing jitter throughout the test window.
FPS vs Refresh Rate: Understanding the Difference
While FPS (Frames Per Second) and Refresh Rate (Hz) are closely related, they describe two separate components of your rendering pipeline:
FPS (Frames Per Second)
The rate at which your graphics processor (GPU), CPU, and browser engine produce new visual frames. A dynamic value that fluctuates based on scene complexity, computational workload, and driver overhead.
Refresh Rate (Hz)
The physical frequency at which your monitor panel illuminates and scans out a full frame buffer onto screen pixels. A fixed hardware limit (e.g., 60Hz, 144Hz, 240Hz) unless modulated by Variable Refresh Rate (G-Sync/FreeSync).
Why 1% Lows Reveal Real-World Micro-Stutter
A high average FPS number can be deceptive. If a system averages 144 FPS across 30 seconds but experiences occasional 50ms frame drops, the human eye will perceive jarring stutter despite the high average score.
FPSRate collects all individual frame intervals, sorts them in ascending order, isolates the slowest 1% of frame times, and computes their effective frame rate. If your 1% low remains within 10–15% of your average FPS, your graphics pipeline is delivering exceptionally smooth motion.
FPS to Frame Time Conversion Reference
Every target frame rate corresponds to an exact frame budget. If your system takes longer than this duration to render a frame, dropped frames and stutters will occur.
Frame Time Reference Matrix
Formula: 1000 ÷ FPS| Target Frame Rate | Exact Frame Time | Operational Context |
|---|---|---|
| 30 FPS | 33.33 ms | Baseline interactive frame rate |
| 60 FPS | 16.67 ms | Universal desktop & mobile standard |
| 90 FPS | 11.11 ms | Smooth motion threshold |
| 120 FPS | 8.33 ms | Half the frame latency of 60Hz |
| 144 FPS | 6.94 ms | Standard esports monitor target |
| 165 FPS | 6.06 ms | Enhanced motion clarity |
| 240 FPS | 4.17 ms | Near-instantaneous frame delivery |
| 360 FPS | 2.78 ms | Sub-3ms frame rendering pipeline |
Browser-based frame rate tests measure presentation timing via the HTML5 requestAnimationFrame loop and operating system compositor. Please keep in mind:
- V-Sync Cap: Browsers lock frame delivery to your active desktop refresh rate to prevent tearing unless hardware acceleration flags are modified.
- Compositor Overhead: Window managers (DWM on Windows, Quartz on macOS, Wayland on Linux) introduce small scheduling variances.
- Tab Throttling: If this tab is minimized or hidden, browsers drop frame cadence to 1 FPS to conserve power.
- Not a 3D Game Benchmark: This test evaluates 2D/Canvas frame pacing and browser rendering capability, not AAA DirectX 12/Vulkan game performance.
High CPU or GPU background workloads (video rendering, screen recording) can induce artificial frame spikes.
Running the test in Fullscreen gives the browser exclusive composition priority and minimizes window manager latency.
Battery saver modes on laptops often throttle monitor refresh rates from 120Hz/144Hz down to 60Hz.
Keep the test window active for the full 30-second duration for an uninterrupted sample distribution.
Questions Fréquentes
What is an online FPS test?
An online FPS test is a browser-based diagnostic that measures how many visual animation frames your device renders and displays per second. It tracks requestAnimationFrame timing against high-resolution microsecond clocks to assess frame delivery speed and micro-stutter.
How does FPSRate measure my frame rate?
FPSRate registers an animation loop with the browser compositor. For every delivered frame, performance.now() records a microsecond timestamp. The delta interval between consecutive frames allows calculating instantaneous FPS, mathematical rolling averages, and 1% low percentile distributions.
Why is my FPS locked at 60 FPS on a 144Hz or 240Hz monitor?
If your FPS is capped at 60, check: (1) your Windows/macOS display settings to ensure 144Hz/240Hz is selected, (2) browser hardware acceleration is enabled in settings, and (3) you are not running on battery power with an aggressive power-saving plan.
What is a 1% Low FPS and why is it important?
1% Low represents the average frame rate of the slowest 1% of all recorded frames. While average FPS indicates overall speed, 1% Low isolates frame-time spikes that cause noticeable visual hitching or micro-stutter.
Does this test evaluate my GPU gaming performance?
This test measures 2D Canvas rendering cadence, browser graphics pipeline efficiency, and display synchronization. While it exercises your GPU, it is not a heavy 3D benchmark (like 3DMark or native game benchmarks) and should be used to verify display synchronization and frame pacing.
Does the FPS test work on mobile phones and tablets?
Yes. Modern iOS and Android devices with 60Hz, 90Hz, or 120Hz ProMotion displays are supported. The test automatically scales to your mobile screen viewport.
Tests Associés
Explorer les 25 outils →Refresh Rate Test
HzDetect and verify your monitor native refresh rate in Hertz (60Hz, 120Hz, 144Hz, 240Hz, 360Hz+).
Frame Time Test
msAnalyze frame duration in milliseconds (e.g. 16.6ms for 60Hz, 6.94ms for 144Hz) and frame time variance.
Frame Pacing Test
msDetect frame delivery unevenness, micro-stutters, and presentation queue pacing anomalies.
Frame Skipping Test
BlocksVerify if your monitor overclock or custom resolution is genuinely displaying all frames without dropping cycles.
Screen Tearing Test
TearsExpose horizontal frame tearing lines and buffer synchronization mismatches across fast horizontal pans.
WebGL FPS Test
FPSStress test your GPU rendering pipeline with dynamic WebGL geometry, particle simulation, and shader workloads.
Related Guides
Tout afficher →FPS vs Refresh Rate: Understanding the Difference Between Rendering and Presentation
What Is Frame Time? Why Milliseconds Matter More Than Average FPS
What Is Frame Pacing? The Physics of Smooth Motion Delivery
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