What is FPS & How Does it Work?

 Muhib Nadeem / June 24, 2025 / 12 min read

Every time you move your mouse in a game, a complex chain reaction begins. Your input travels through your computer, gets processed by the game engine, rendered by your graphics card, and finally appears on your screen. This entire journey happens in milliseconds, repeated dozens or even hundreds of times per second.

That’s what FPS really is: a measurement of how many complete rendering cycles your system can perform each second. But knowing what happens during each cycle, why some frames take longer than others, and how your hardware orchestrates this digital symphony requires diving deep into the science of computer graphics.

The Journey of a Single Frame

From input to display in milliseconds

🎮
Game Logic
2-5ms
🧮
CPU Processing
3-8ms
🎨
GPU Rendering
5-15ms
🖼️
Display Output
0-16ms

What Is FPS?

FPS stands for Frames Per Second, but that simple definition hides a complex reality. At its core, FPS measures how many times per second your computer can complete the entire graphics pipeline: taking game state data, calculating what should be visible, rendering it into an image, and sending it to your display.

Think of it as a factory assembly line where each frame is a product. The speed of your slowest worker (component) determines how many products (frames) you can produce per second.

F1
F2
F3
F4
F5
F6
F7
F8
8 frames in 133ms = 60 FPS

The Frame Time Equation

Each frame represents a complete snapshot of the game world at a specific moment. The time between frames determines smoothness:

  • 16.67ms Time per frame at 60 FPS
  • 6.94ms Time per frame at 144 FPS
  • 4.17ms Time per frame at 240 FPS
🔬 The Physics of Motion Perception
Human perception of smooth motion relies on “persistence of vision” – our brain’s ability to blend sequential images. At 24 FPS, we perceive basic motion. At 60 FPS, motion appears smooth. At 144+ FPS, we gain the ability to track fast-moving objects with precision. This isn’t about “seeing” individual frames but about how our visual cortex processes temporal information.

How Frames Are Actually Created

Creating a single frame is a multi-stage process involving both your CPU and GPU working in tandem. Understanding this pipeline reveals why certain hardware bottlenecks occur and why FPS can vary dramatically between games.

1

Input Processing

Your mouse, keyboard, and controller inputs are polled by the operating system. Gaming mice typically poll at 1000Hz (once per millisecond), creating a constant stream of position data.

Time Cost: 1-8ms depending on polling rate
Bottleneck: USB polling, driver overhead
2

Game Logic Update

The game engine processes inputs, updates physics simulations, calculates AI behavior, and determines the new state of every object in the game world. This is purely CPU-bound work.

Time Cost: 2-10ms depending on game complexity
Bottleneck: Single-thread CPU performance
3

Culling & Scene Setup

The CPU determines what’s actually visible from the camera’s perspective. Objects behind you, inside walls, or too far away are culled (removed) to avoid wasting GPU resources.

Time Cost: 1-5ms
Techniques: Frustum culling, occlusion culling, LOD selection
4

Draw Call Submission

The CPU sends commands to the GPU, telling it what to draw and how. Each object typically requires one or more “draw calls.” Modern APIs like DirectX 12 and Vulkan optimize this process.

Time Cost: 1-3ms
Bottleneck: CPU-GPU communication bandwidth
5

GPU Rendering

The GPU processes vertices, applies textures, calculates lighting, and runs pixel shaders. This happens in parallel across thousands of cores, creating the final image in the framebuffer.

Time Cost: 5-15ms depending on resolution and settings
Stages: Vertex shading → Rasterization → Pixel shading → Post-processing
6

Display Presentation

The completed frame is sent to your monitor. Depending on sync technology (VSync, G-Sync, FreeSync), it may be displayed immediately or wait for the next refresh cycle.

Time Cost: 0-16.67ms (for 60Hz display)
Technologies: Double/Triple buffering, adaptive sync

Frame Timing and Perception

FPS is only half the story. The consistency of frame delivery, measured as frame time variance, determines whether gameplay feels smooth or stuttery. This is where the science gets fascinating.

⏱️

Frame Time Distribution

Temporal Analysis

Perfect 60 FPS means exactly 16.67ms between each frame. In reality, frames might take 14ms, 18ms, 15ms, creating micro-stutters your brain perceives as roughness.

Standard Deviation = √(Σ(xi – μ)² / N)
<2ms
Good variance
>5ms
Noticeable stutter
👁️

Flicker Fusion Threshold

Visual Neuroscience

The frequency at which intermittent light appears steady to the human eye. This varies by individual and lighting conditions, typically ranging from 60-90Hz for most people.

CFF = k × log(L) + c
24Hz
Cinema minimum
72Hz
VR minimum
🧠

Motion-to-Photon Latency

Perceptual Psychology

Total time from physical input to visual feedback. Human reaction time is ~250ms, but we can perceive latency differences as small as 2-3ms in direct comparisons.

Total Latency = Input + Processing + Render + Display
20ms
Perceptible delay
50ms
Impacts performance
The Nyquist-Shannon Theorem in Gaming
According to signal processing theory, you need to sample at least twice the frequency of the highest frequency component to accurately reproduce a signal. For smooth motion perception of objects moving at 60 pixels per frame, you’d theoretically need 120+ FPS. This is why 144Hz monitors feel so much smoother than 60Hz for fast-paced games.

GPU Architecture and Frame Generation

Modern GPUs are massively parallel processors designed specifically for the repetitive calculations required in graphics rendering. Understanding their architecture helps explain why certain settings impact FPS more than others.

GPU Processing Stages and Their Impact

Pipeline Stage What Happens Hardware Used FPS Impact Factors
Vertex Processing 3D coordinates transformed to 2D screen space Vertex Shaders (100s of cores) Polygon count, geometry complexity
Rasterization Triangles converted to pixels Raster Operators (ROPs) Resolution, overdraw, polygon density
Pixel Shading Color and lighting calculated per pixel Pixel Shaders (1000s of cores) Shader complexity, effects quality
Texture Mapping Textures applied to surfaces Texture Units (TMUs) Texture resolution, filtering quality
Memory Operations Reading/writing frame data VRAM bandwidth Resolution, anti-aliasing, effects
Post-Processing Final effects applied to complete frame Compute Shaders Motion blur, depth of field, ambient occlusion

Parallel vs Serial Processing

GPUs excel at frame rendering because they can process thousands of pixels simultaneously. While a CPU might have 8-16 cores optimized for complex serial tasks, a GPU has thousands of simpler cores perfect for parallel graphics work.

  • 5,120 CUDA cores in RTX 4080
  • 16 Cores in Ryzen 7 7800X
  • 300x More parallel processing power
Processing 1920×1080 = 2,073,600 pixels
CPU
Sequential processing
2.07M operations
Would take minutes
GPU
Parallel processing
Thousands simultaneously
Takes milliseconds

The CPU’s Critical Role in FPS

FPS CPU Chart
via Reddit

While GPUs handle the heavy lifting of pixel rendering, CPUs orchestrate the entire process. In many modern games, especially those with complex physics or large player counts, the CPU becomes the limiting factor for FPS.

🧮

Draw Call Overhead

CPU Bottleneck

Each object in a scene typically requires at least one draw call – a command from CPU to GPU. Modern games can have thousands of objects, creating significant CPU overhead.

Frame Time ≥ Draw Calls × API Overhead
3,000
Typical draw calls
0.1ms
Per call overhead
🔄

Game Thread vs Render Thread

Parallelization

Modern engines split work between a game thread (physics, AI, logic) and render thread (preparing GPU commands). The slower thread determines final FPS.

Final FPS = 1000 / max(GameThread, RenderThread)
11ms
Game thread
8ms
Render thread
💾

Memory Bandwidth Impact

System Limitation

Each frame requires moving gigabytes of data between CPU, RAM, and GPU. Memory bandwidth often becomes the hidden bottleneck in high-FPS scenarios.

Bandwidth = Resolution × 4 × FPS × Overdraw
59GB/s
4K 60FPS needs
237GB/s
4K 240FPS needs

Sometimes, overclocking a CPU can help, but it’s a slippery slope, with no guarantee of success.

Display Technology – The Final Step

Your monitor is where digital frames become visible reality. The technology inside your display fundamentally affects how those frames are presented and perceived.

Display Technologies and FPS Handling

Technology How It Works Response Time FPS Considerations
LCD (TN) Liquid crystals twist to control light 1ms gray-to-gray Fastest response, good for high FPS, poor colors
LCD (IPS) Crystals move in parallel planes 4-8ms typical Better colors, slower response can blur fast motion
LCD (VA) Vertical crystal alignment 4-6ms typical High contrast, but ghosting at high FPS
OLED Self-emissive pixels 0.1ms or less Near-instant response perfect for high FPS
CRT (Legacy) Electron beam excites phosphors Effectively 0ms No fixed resolution, natural motion blur
🔬 Sample-and-Hold vs Impulse Displays
Modern LCDs use “sample-and-hold” – pixels stay lit until the next frame. This causes motion blur as your eyes track movement across static pixels. CRTs used “impulse” display – pixels flashed briefly then went dark. This is why motion looked clearer on old CRT monitors despite lower resolution. Some gaming monitors now use backlight strobing to simulate impulse behavior.

How Variable Refresh Rate Solves the Syncing Problem?

Traditional displays refresh at fixed intervals, creating a fundamental mismatch with variable frame rates. This led to the development of adaptive sync technologies that revolutionized gaming displays.

Fixed vs Variable Refresh

Fixed 60Hz Display
16.67ms
16.67ms
16.67ms
Variable Refresh (G-Sync/FreeSync)
13ms
20ms
16ms

Adaptive Sync Benefits

Variable refresh rate technology allows the monitor to synchronize its refresh cycle with the GPU’s frame output, eliminating tearing without the input lag of VSync.

  • 48-144Hz Typical VRR range
  • 0ms Added input lag
  • No tearing Perfect frame delivery

Measuring FPS

Accurate FPS measurement requires understanding what different metrics reveal about performance. Raw FPS numbers only tell part of the story.

📊

Frame Time Analysis

Advanced Metrics

Frame time graphs reveal stuttering that FPS averages hide. A game showing “60 FPS” might have frames varying from 10ms to 30ms, creating perceived roughness.

Smoothness = 1 / (σ frame times)
99%ile
Critical metric
±2ms
Target variance
🎯

Percentile Metrics

Statistical Analysis

1% and 0.1% low metrics show the worst frame times during gameplay. These “stutters” impact perceived smoothness more than average FPS.

1% Low = 99th percentile frame time
Avg: 144
Looks good
1%: 45
Feels bad

Latency Measurement

Input Response

Tools like NVIDIA Reflex Analyzer measure complete system latency from mouse click to pixel change, revealing the true responsiveness beyond just FPS.

System Latency = Peripheral + PC + Display
25ms
Good latency
15ms
Competitive
🔧 Hardware vs Software Monitoring
Software FPS counters (like Fraps or Steam overlay) measure frames at the API level, missing driver overhead. Hardware monitoring tools capture the complete pipeline, including driver processing and actual display presentation. This difference can be 5-10% in some scenarios, explaining why your in-game counter might show higher FPS than what you perceive.

AI and Frame Generation

Nvidia DLSS

The latest breakthrough in FPS technology isn’t about rendering frames faster, but creating frames that never existed. AI-powered frame generation represents a paradigm shift in how we think about frame rates.

AI

DLSS 3 Frame Generation

NVIDIA’s AI analyzes two sequential rendered frames and generates an intermediate frame, effectively doubling the frame rate without additional rendering load.

How it works: Optical flow analysis + AI prediction
Result: 60 rendered FPS becomes 120 displayed FPS
Caveat: Adds 10-15ms latency for generated frames
AI

AMD FSR 3 Frame Generation

AMD’s solution works similarly but doesn’t require dedicated AI hardware, making it compatible with a wider range of GPUs including competitors.

Compatibility: Works on NVIDIA, AMD, and Intel GPUs
Quality: Slightly more artifacts than DLSS 3
Performance: Similar frame rate doubling effect

What are Your FPS Needs?

The “right” FPS depends on multiple factors: your visual acuity, the type of games you play, your display technology, and your competitive aspirations.

FPS Requirements by Use Case

Activity Minimum Science-Based FPS Reasoning Hardware Needed
Competitive FPS Gaming 240+ FPS Minimizes input lag, maximizes motion clarity for tracking High-end GPU, 240Hz+ monitor
Fast-Paced Action 144 FPS Smooth motion tracking, good input response Mid-to-high GPU, 144Hz monitor
General Gaming 60 FPS Above flicker fusion, smooth perceived motion Entry-to-mid GPU, 60Hz+ monitor
Story/Adventure 30 FPS (stable) Acceptable with good frame pacing and motion blur Entry-level GPU, any monitor
VR Gaming 90 FPS minimum Prevents motion sickness, maintains presence VR-ready GPU, VR headset

The Bottom Line

FPS is fundamentally about time; how quickly your system can transform game state into visible pixels. Every millisecond in this pipeline matters, from the moment you click your mouse to when photons hit your retina.

The science shows us that while humans can perceive improvements well beyond 60 FPS, the benefits follow a curve of diminishing returns. The jump from 30 to 60 FPS is transformative. From 60 to 144 FPS is significant. Beyond 240 FPS, we’re approaching the limits of human temporal resolution, where improvements become more about reducing input lag than visual smoothness.

Knowing how frames are created, processed, and displayed empowers you to optimize your system effectively. Whether you’re chasing competitive advantage or simply want smoother gameplay, the science of FPS provides the roadmap to get there.

Frequently Asked Questions

What exactly happens during one frame of rendering?

Each frame follows a pipeline: input processing (1-8ms) → game logic updates (2-10ms) → culling invisible objects (1-5ms) → CPU sends draw calls to GPU (1-3ms) → GPU renders the scene (5-15ms) → display presentation (0-16ms). The total time determines your maximum possible FPS.

Why do some games feel smooth at 30 FPS while others feel terrible?

Frame time consistency matters more than average FPS. A stable 30 FPS (33.3ms per frame) feels smoother than 60 FPS with high variance (jumping between 10-30ms). Games with good frame pacing and motion blur can feel acceptable at 30 FPS, while those with inconsistent frame times feel stuttery.

How does the GPU actually create frames so quickly?

GPUs use massive parallelization with thousands of cores processing pixels simultaneously. While a CPU might have 16 powerful cores for complex serial tasks, a GPU has 5,000+ simpler cores that can each handle one pixel. This parallel architecture can process 2 million pixels (1080p) in milliseconds.

What’s the scientific limit for human FPS perception?

The human visual system can detect changes up to approximately 1000Hz under optimal laboratory conditions. However, practical benefits in gaming diminish beyond 240-360 FPS. Fighter pilots can identify images flashed for 1/220th of a second, proving we can process visual information well beyond typical display rates.

How do AI frame generation technologies like DLSS 3 actually work?

DLSS 3 analyzes two consecutive rendered frames using optical flow to understand motion vectors. An AI model then predicts what an intermediate frame would look like and generates it. This effectively doubles your frame rate without additional rendering, though it adds 10-15ms of latency since generated frames can’t respond to new inputs.

Why does my 144Hz monitor still show tearing without VSync?

Tearing occurs when your GPU sends a new frame while the monitor is mid-refresh, showing parts of two different frames. This happens whenever FPS doesn’t perfectly match refresh rate. At 144Hz, frames must arrive exactly every 6.94ms to avoid tearing. Variable refresh rate (G-Sync/FreeSync) solves this by syncing the monitor to your GPU’s output.

What determines whether a game is CPU or GPU bottlenecked?

CPU handles game logic, physics, AI, and draw call submission. GPU handles actual pixel rendering. Games with many objects, complex AI, or physics (like strategy games) are CPU-bound. Games with high-resolution textures and visual effects are GPU-bound. You can identify your bottleneck by checking utilization – if GPU is below 95%, you’re likely CPU-limited.

How do different display technologies affect FPS perception?

OLED displays have near-instant pixel response (0.1ms), making high FPS look clearest. LCD panels vary: TN is fastest (1ms) but has poor colors, IPS is slower (4-8ms) with better colors, VA has high contrast but ghosting. CRT monitors had effectively zero response time, which is why motion looked so clear despite lower resolution.

What’s the relationship between resolution and FPS?

Resolution directly impacts GPU load: 4K (3840×2160) has exactly 4x more pixels than 1080p, requiring 4x more pixel shading work. This typically results in FPS dropping by 50-75% when moving from 1080p to 4K. The relationship is linear for pixel-bound operations but doesn’t affect CPU-bound calculations like game logic.

Why do frame time spikes feel worse than low average FPS?

Your brain adapts to consistent motion timing. A stable 30 FPS maintains 33.3ms between frames, which your visual system can predict. When frame times spike from 16ms to 50ms, this breaks the prediction pattern, creating jarring stutters. This is why 1% low metrics often matter more than average FPS for perceived smoothness.

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Muhib Nadeem

Muhib Nadeem

I grew up on frame drops, boss fights, and midnight queues. Now I write about games with the same energy I once saved for ranked.

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