GA9Z — Gaming Performance Check | ga9z.net
60 sMinimum run length per measurement
3Figures to log: average, 1% low, frame time
60 FPSLong-standing smoothness floor
16.7 msFrame time at 60 FPS

Measure FPS honestly

GA9Z — Gaming Performance Check | ga9z.net

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.

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GA9Z · Gaming performance checks · FPS, frame time, input lag
Measure FPS, frame time and input lag before you buy or install a new game

Five steps

Ordered procedure

60 FPSLong-standing smoothness floor60 frames per second has long been the minimum for smoothly animated gameplay.
16.7 msFrame time at 60 FPSOne frame every 16.7 ms is what a 60 FPS average actually looks like on a timeline.
20 msTarget input lag for demanding online playBelow 100 ms is necessary for playability, while competitive online play aims below 20 ms.

Refresh rate and FPS targets

Monitor refresh rate against a realistic FPS target and what the change feels like
Monitor refresh rateFPS target to aim forWhat changes in feel
60 Hz60 FPS average, 1% low above 45Baseline smoothness; below 50 FPS a modulated light source stops reading as steady
75 Hz75 FPS averageSlightly lighter motion than 60 Hz; gains flatten if the 1% low stays under 50
120 Hz120 FPS average, 1% low above 90Noticeably quicker camera pans; VRR range must cover the low end
144 Hz144 FPS average, 1% low above 100The common competitive target; standard sync points include 59.94 and 60 FPS
240 Hz240 FPS average, 1% low above 180Only pays off if your own average already clears 200
360 Hz360 FPS averageMonitors marketed to competitive players reach this; the GPU must sustain it
Any, with VSync onLocked to the refresh rateTearing gone but input lag rises; disable while measuring
Any, with VRR onFollows the game inside the rangeTearing removed without the VSync cap; outside the range behaviour reverts
Monitor refresh rate against a realistic FPS target and what the change feels like

Run the check in five steps

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.

  • VSync left on: the frame rate locks to your refresh rate and input lag rises — disable it for the measurement.
  • An in-game frame cap: a cap at 60 or 144 FPS makes a faster GPU look slower than it is.
  • A thermal throttle: the first 30 seconds look fine, the last 30 slide downward — watch the frame time trace for a slope.
  • A recorder running in the background: screen capture software eats CPU and GPU headroom and will lower the very numbers you are measuring.

Terms used in this procedure

FPS
Frames per second: how many images the game delivers each second. 60 FPS has long been the minimum for smoothly animated gameplay.
Frame time
The gap between two consecutive frames, in milliseconds. 16.7 ms corresponds to 60 FPS, 6.9 ms to 144 FPS.
1% low (99th percentile)
The frame rate that 99% of frames met or exceeded during a run. It exposes stutter that the average hides.
Input lag
The delay between pressing a key and seeing the result, measured in milliseconds. Playability needs below 100 ms; demanding online play aims below 20 ms.
VRR
Variable refresh rate: the display follows the game's frame rate inside a stated range, for example 30 Hz through 144 Hz, removing tearing without a VSync cap.

Questions people ask before the first run

Why does my FPS read exactly 60.0 all the time?
VSync or an in-game frame cap is holding it there. VSync locks to the display refresh rate and raises input lag; a cap does the same without the lag. Turn both off before measuring.
Is a higher average FPS always better?
Not if the 1% low collapses. A 144 FPS average with a 60 FPS 1% low feels worse than a steady 100 with a 90 low, because the stutter is what you notice.
Do I need a 360 FPS monitor to play competitively?
No — only if your own measured average already sits near that figure. Monitors marketed to competitive players show 360 FPS and more, but a stable frame time at a lower rate beats a higher average with ragged lows.
My numbers drop halfway through the run — is my GPU too weak?
A clean start with a sliding finish usually means a thermal throttle, not a weak GPU. Check cooling and case airflow before changing any preset.

How this record was assembled

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.

Run the check infive stepsSet a target thatmatches yourFrame time decideshow smooth it feelsTear a measurementartefact from aCompare scores onlyinside one toolWhat to write downafter each run
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