What is FPS?
Frames Per Second (FPS) counts how many still images your system renders every second. Delivered fast enough (60+), persistence of vision blends them into continuous motion.
Measure your display's real-time frame rate, frame consistency and rendering performance directly in your browser.
Start the test to measure real-time FPS, frame consistency, and rendering smoothness.
60-second test completed.
Default browser rendering workload — best for everyday measurement.
Particle simulation and wireframe math — shows performance under load.
Near-idle rendering — isolates pure frame pacing and consistency.
How browser FPS testing works, what frame timing reveals, and why measured FPS can differ from your monitor's physical refresh rate.
Frames Per Second (FPS) counts how many still images your system renders every second. Delivered fast enough (60+), persistence of vision blends them into continuous motion.
240 FPS on a 60 Hz panel still shows only 60 unique frames per second.
The browser invokes a requestAnimationFrame callback before each repaint with a microsecond-precision timestamp. Measuring the gaps records instantaneous frame times and pacing — no synthetic estimates.
Average FPS can hide stutter; frame time exposes it. 60 FPS = 16.67 ms per frame, 120 = 8.33 ms, 144 = 6.94 ms, 240 = 4.17 ms, 360 = 2.78 ms.
A system can average 144 FPS yet feel choppy from intermittent hitching. 1% Low averages your slowest 1% of frames — the most reliable micro-stutter detector here.
30→60 FPS halves frame time (a 16.6 ms gain); 144→240 FPS saves just 2.77 ms. High refresh matters most for fast visual tracking, least for static work.
For general web browsing and video playback, 60 FPS is the standard target matching standard 60Hz monitors. For competitive gaming, esports, and fast scrolling on modern panels, 120 FPS, 144 FPS, or 240 FPS provides substantially greater visual clarity, lower motion blur, and faster visual feedback.
A browser test measures rendering and frame dispatch timings available to the JavaScript runtime via requestAnimationFrame. While browser FPS will closely mirror physical refresh rate when VSync is engaged and no throttling is active, browser security sandboxes prevent direct hardware-level register reads of the monitor's display controller.
Common causes include: browser hardware acceleration being disabled in settings, high background CPU/GPU loads, operating system battery-saving modes, multi-monitor frequency mismatches (e.g. running 60Hz and 144Hz monitors simultaneously on Windows), or browser tab throttling when running non-focused tabs.
Browsers run on an asynchronous event loop that alternates between JavaScript execution, layout calculation, garbage collection, and GPU composite submission. Brief microsecond delays in any of these sub-systems can cause minor frame-to-frame timing jitter.
Frame time is the duration in milliseconds required to render and display a single frame (1000 / FPS). For example, 60 FPS equals ~16.67 ms per frame, while 144 FPS requires just ~6.94 ms per frame. Lower and more consistent frame times result in smoother perceived motion.
1% low represents the average frame rate of the slowest 1% of all measured frames during the test session. It is the most reliable metric for detecting micro-stutters that may not be apparent in simple average FPS calculations.
Yes! If you have a 144Hz monitor connected, set your Windows/macOS display settings to 144Hz, ensure hardware acceleration is enabled in your browser, and select 144 Hz or Auto on this test.
Yes. Modern Chromium and WebKit browsers can run requestAnimationFrame at 240Hz and higher on capable displays, provided the GPU driver supports high-refresh composite pacing in windowed apps.
Yes. By default, web browsers synchronize requestAnimationFrame to the primary display's VSync interval to eliminate screen tearing. If VSync is locked at 60Hz in your GPU control panel, browser rendering will be capped at 60 FPS even on higher refresh displays.
Yes, clicking the Fullscreen button activates true browser fullscreen mode. This allows the OS window manager to bypass desktop composition layers (DWM/Compositor) and dedicate maximum GPU pipeline priority to the active viewport, minimizing frame drops.
Measure real-time rendering performance and frame consistency in seconds.