Convert FPS to milliseconds
Milliseconds per frame = 1,000 / frames per second. There are 1,000 milliseconds in a second. Divide that time among the frames and you get the average interval per frame.
At 60 FPS, the interval is about 16.67 ms. At 120 FPS, it is about 8.33 ms. At 240 FPS, it is about 4.17 ms. Each doubling halves the interval, which is why a fixed increase of 60 FPS does not always save the same amount of time.
FPS to ms reference table
| Frames per second | Milliseconds per frame |
|---|---|
| 30 FPS | 33.33 ms |
| 45 FPS | 22.22 ms |
| 60 FPS | 16.67 ms |
| 75 FPS | 13.33 ms |
| 90 FPS | 11.11 ms |
| 100 FPS | 10.00 ms |
| 120 FPS | 8.33 ms |
| 144 FPS | 6.94 ms |
| 165 FPS | 6.06 ms |
| 180 FPS | 5.56 ms |
| 200 FPS | 5.00 ms |
| 240 FPS | 4.17 ms |
| 300 FPS | 3.33 ms |
| 360 FPS | 2.78 ms |
| 480 FPS | 2.08 ms |
| 500 FPS | 2.00 ms |
Download the reference table as CSV. The file keeps six decimal places; this table rounds to two.
Frame time is not total input latency
The result above is an interval calculated from a rate. It does not measure the time from a mouse movement to the image appearing on your display. Input sampling, the game's processing, rendering queues and the display can all contribute to that larger delay.
It also does not change your monitor's refresh rate or estimate network ping. A 144 Hz display refresh interval is a separate concept from whether the game consistently renders at 144 FPS.
An average can hide the bad frame
Two sessions can have similar average FPS and feel different. If most frames are quick but a few take much longer, those interruptions can stand out while turning or tracking. A frame-time graph is useful because it shows variation that one average hides.
This calculator cannot inspect your hardware or diagnose those spikes. It gives you the conversion to read a performance display more carefully. If a graph jumps from around 8 ms to 40 ms, you can see why a good-looking average does not tell the whole story.
Compare settings without changing everything
Use the same repeatable scene or route. Change one graphics option, repeat the route, and compare both the average and the frame-time behavior. A quiet room and a busy fight are different workloads, so keep the situation comparable.
Do not use these calculations as a HYPED hardware benchmark. We have not published minimum specifications or performance guarantees here. For aim settings, use the separate DPI sensitivity calculator.
Method: 1,000 / FPS. The table contains mathematical conversions, not measured game or hardware results. Calculations run locally; shared links contain your two numeric values.
HYPED on Steam