Measure FPS honestly
GA9Z is a gaming performance check that measures FPS, frame time and input lag to tell whether a game will run smoothly on your own PC. The refresh-rate section names the synchronisation systems in the field — Nvidia's G-Sync, launched in 2014, AMD's FreeSync, and the VESA Adaptive-Sync standard carried over DisplayPort — and names 3DMark among the benchmarks used to compare machines. 60 frames per second has long been the smoothness floor, which is a frame time of 16.7 ms, and lag counts in milliseconds: under 100 ms is necessary for playability while the lowest ping crossing the whole planet is 133 ms. This page gives an ordered five-step FPS check, a refresh-rate table covering a stated range such as 30 Hz through 144 Hz, and the tells that separate a genuine performance problem from a measurement artefact such as VSync, a frame cap or a thermal throttle.
Five steps
| Monitor refresh rate | FPS target to aim for | What changes in feel |
|---|---|---|
| 60 Hz | 60 FPS average, 1% low above 45 | Baseline smoothness; below 50 FPS a modulated light source stops reading as steady |
| 75 Hz | 75 FPS average | Slightly lighter motion than 60 Hz; gains flatten if the 1% low stays under 50 |
| 120 Hz | 120 FPS average, 1% low above 90 | Noticeably quicker camera pans; VRR range must cover the low end |
| 144 Hz | 144 FPS average, 1% low above 100 | The common competitive target; standard sync points include 59.94 and 60 FPS |
| 240 Hz | 240 FPS average, 1% low above 180 | Only pays off if your own average already clears 200 |
| 360 Hz | 360 FPS average | Monitors marketed to competitive players reach this; the GPU must sustain it |
| Any, with VSync on | Locked to the refresh rate | Tearing gone but input lag rises; disable while measuring |
| Any, with VRR on | Follows the game inside the range | Tearing removed without the VSync cap; outside the range behaviour reverts |
Pick a repeatable scene, fix your settings, run 60 seconds, log three figures, and repeat after every change.
Step one: choose a scene you can return to. A cutscene, a fixed camera angle in a hub area or a scripted benchmark loop all work; a firefight that changes every attempt does not. The point is that run number two must be comparable with run number one.
Step two: fix resolution and quality preset before you touch anything else. Write down the preset name and the resolution, because a driver update that 'improves performance' is meaningless if the preset silently changed from High to Medium between runs.
Step three: run for 60 seconds. Shorter runs miss the moment a shader cache fills or a background process wakes up; much longer runs drift as the GPU heats up. Sixty seconds is long enough to catch a stutter and short enough to repeat ten times.
Step four: log average FPS, the 1% low and frame time. The average tells you the general level, the 1% low tells you how bad the worst moments get, and the frame time trace tells you whether the jank is a spike or a steady wobble.
Every figure on this page comes from published specifications and standard PC reference values: refresh rates, VRR standards, frame-time conversions and lag thresholds. No measurement was taken on this site, and no hardware was tested here.
Reference figures used here
Reference values are standard PC and display figures; version dates come from the tools' own release notes.