FPS Calculator | 30fps to ms, 60fps to ms
Calculate frame time (ms) from target FPS. For game dev and performance tuning.
▶About this tool
This tool calculates frame time (ms) from target FPS in one click. Three features: 1) Supports any target (60/30/120 FPS), 2) Reverse lookup from frame time to required FPS, 3) Useful for Unity Time.deltaTime design and performance tuning.
Tool interface
Target FPS → Frame time
または FPS
Frame time 16.67 ms
Frames per second 60
Required FPS for this frame time
Usage
- Enter target FPS (60, 30, 120, etc.) in the input field
- Frame time in milliseconds is displayed automatically
- Enter frame time to get reverse lookup for required FPS
When to use
When setting target FPS for your game and need to know max processing time per frame. Useful for performance tuning and physics/animation timing.
Examples
60 FPS → 16.67ms/frame, 120 FPS → 8.33ms/frame, 30 FPS → 33.33ms/frame. VR often uses 90 FPS (≈11.1ms).
Tips
- FPS beyond monitor refresh rate (60Hz/120Hz) won't be displayed.
- Physics often uses fixed timestep (e.g. 50Hz), separate from render FPS.
- At 16.67ms/frame, consider splitting heavy work across multiple frames.
FAQ
What is ms in seconds?
ms (milliseconds) is 1/1000 of a second. 1ms = 0.001 seconds. At 60 FPS, one frame ≈ 16.67ms; at 30 FPS, ≈ 33.33ms.
How many ms is one frame at 60 FPS?
One frame at 60 FPS is about 16.67ms. Formula: 1000ms ÷ 60 = 16.67ms. Game logic must complete within this time per frame.
What's the difference between 30 FPS and 60 FPS?
30 FPS ≈ 33.33ms per frame, 60 FPS ≈ 16.67ms. 60 FPS is smoother but ~2x the load. Mobile and VR often target 30 FPS.
What is frame rate?
Frame rate (FPS) is the number of images displayed per second. It indicates smoothness in games and video. 60 FPS is a common target.
What's a good target FPS for game dev?
PC/console: 60 FPS, mobile: 30–60 FPS, VR: 90+ FPS. FPS beyond monitor refresh (60Hz/120Hz) won't be displayed.