๐๏ธ Frame Rate Converter
Convert between frame rate (fps, frames per second) and the time per frame (milliseconds). Useful for game development and video editing frame-timing calculations.
How to use
- Choose "fps to ms" or "ms to fps" mode.
- Enter the frame rate or the time per frame.
- The converted value is shown automatically.
How the calculation works
This tool converts between frame rate (fps, frames shown per second) and the time per frame in milliseconds. The two are reciprocals: Frame time (ms) = 1000 รท fps fps = 1000 รท frame time (ms) In games and apps, the frame time is the frame budget โ the time within which each frame's processing and rendering must finish. Holding 60 fps means doing all the work in about 16.67 ms. In television and video, odd rates such as 23.976 fps and 29.97 fps are common. They are a legacy of US colour television (NTSC), which slowed 24 and 30 fps by a factor of 1000/1001.
Worked example
60 fps โ 1000 รท 60 โ 16.667 ms 144 fps โ 1000 รท 144 โ 6.944 ms 24 fps (film) โ 41.667 ms 29.97 fps (exactly 30000/1001 fps) โ 1000 รท 29.97 โ 33.367 ms Conversely, a game that needs 20 ms per frame can reach at most 1000 รท 20 = 50 fps.
Things to be aware of
- A high average fps can still look choppy if a few frames take much longer. When profiling games, check frame times as well as the average.
- A monitor's refresh rate (Hz) is how many times per second the screen is redrawn. Frames rendered beyond the refresh rate are never shown.
- Drop-frame timecode (the scheme that adjusts timecode labels at 29.97 fps) is not handled.
FAQ
What formula does this use?
Time per frame (ms) = 1000 / fps โ a simple reciprocal relationship.
Why is 60fps equal to 16.67ms?
Dividing one second (1000ms) evenly into 60 frames gives 1000 รท 60 โ 16.6667 ms per frame.
How is this used in game development?
When building a fixed-frame-rate game loop, it helps you understand the time budget available for processing each frame.