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Calculadora de FPS para Tempo de Quadro (ms)

Converta qualquer FPS em tempo de quadro em milissegundos e compare lado a lado o que cada taxa de atualização (30 / 60 / 144 / 240 / 360 Hz) realmente economiza para você.

Sua taxa de atualização atual ou FPS limitado.
Monitor alvo ou meta de upgrade.
Diferença no tempo de quadro
ms/quadro em A · ms/quadro em B
FPS Tempo de quadro (ms) Tempo de quadro (μs) Atraso de entrada típico (≈1.5 quadros)
Como o cálculo funciona

Tempo de quadro (ms) = 1000 / FPS. Um quadro a 60 FPS leva 16.67 ms; a 144 FPS leva 6.94 ms — uma economia de cerca de 9.7 ms por quadro.

O atraso de entrada de ponta a ponta é de aproximadamente 1.5 quadros na maioria dos engines (amostragem, renderização, saída de vídeo), então um FPS mais alto encurta toda essa cadeia. O atraso de entrada real também depende da saída de vídeo do monitor, da taxa de polling USB e do pipelining do engine do jogo.

Como o cálculo funciona

Frame time is simply 1000 ÷ FPS, expressed in milliseconds. The calculator runs that on two values at once and reports the gap between them: 60 FPS is 16.67 ms per frame and 144 FPS is 6.94 ms, so moving between them saves 9.72 ms on every frame. The reference table repeats the maths for eleven common rates from 24 up to 480, giving each in milliseconds, in microseconds, and as an estimated input lag of roughly 1.5 frames.

FPS A defaults to 60, described as your current refresh rate or FPS cap, and FPS B defaults to 144, the upgrade you are weighing up; both accept anything from 1 to 1000. The preset buttons of 30, 60, 75, 120, 144, 165, 240 and 360 FPS fill FPS A only, so type FPS B yourself. Rows matching either value are highlighted in the table, which makes the diminishing returns easy to read.

The input-lag column is a rule of thumb rather than a measurement: it multiplies frame time by 1.5 to approximate sampling, rendering and scan-out, and the page says as much. Real end-to-end latency also depends on monitor scan-out rate, USB polling interval, engine pipelining, frame buffering and driver settings, none of which are modelled here. The tool also assumes a steady frame rate, so it says nothing about frame-time variance, stutter or 1% lows.

Perguntas Frequentes

How many milliseconds is a single frame at 60 FPS?

16.67 ms, from 1000 ÷ 60, which the table also gives as 16667 microseconds. At 30 FPS a frame lasts 33.33 ms and at 240 FPS only 4.17 ms, so the curve flattens sharply as the frame rate climbs higher.

Is upgrading from 144 Hz to 240 Hz worth it?

Enter 144 and 240 and the saving is 2.78 ms per frame, against the 9.72 ms you gain going from 60 to 144. Each step up returns less than the last, which is why the jump away from 60 Hz feels so much larger than anything above 144.

What does the 1.5 frames input lag column mean?

It estimates the chain from mouse movement to photons — sampling, rendering, then scanning out — as about one and a half frame times. At 60 FPS that is 25.00 ms and at 240 FPS 6.25 ms. It is an approximation, not a measured latency figure.

Should I cap my frame rate at my monitor's refresh rate?

This tool does not answer that directly, since it only converts rates into frame times. It does let you put a capped and an uncapped figure side by side, which shows exactly how much frame time you would give up by capping below your panel's ceiling.

Why does 480 appear in the table but not on the buttons?

The buttons cover eight common panel rates from 30 through 360, while the reference table lists eleven values and adds 24, 90 and 480 for context. Either input field will accept any number between 1 and 1000 if you type it in manually.

Também conhecido como

fps to msframe time calculator60 fps vs 144 fpsmilliseconds per frame

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