FPS Test: Find Your Device's Frame Rate Limit

Most FPS tests show you a number between 59 and 61 and stop there. This one keeps adding load until your device starts dropping frames — so you can see where your limit actually is.

Find your frame rate limit

FPS—
60300
Objects400Ready
Static preview · Start to measure
Up to 20 seconds

Press Start the scan. Load climbs from 400 moving objects until your frame rate breaks — usually within 20 seconds.

Refresh rate detected: — · Viewport — · DPR 1 · WebGL 1 · Browser ·

Takes about 20 seconds · Nothing to install · Runs entirely in your browser

No upload, no sign-up. Every measurement stays in your device.

What this test can and cannot measure ↓

What this result meansWhat your ceiling means

Your frame rate collapsed instead of declining

A cliff means your frame rate held steady and then broke. It did not drift down gradually — it fell off. That shape is the signature of a hard limit being reached: something ran out, rather than something getting busy.

Typically this is a per-frame cost that crossed a threshold at once, so frame time jumps instead of creeping. In a browser it can also be the point where the compositor stops accelerating a layer and starts doing that work on the CPU.

What to try first:

  1. Turn hardware acceleration back on, if it is off. With it off, every frame is rendered on the CPU, and the cliff arrives much earlier than the hardware would require.
  2. Close other GPU-heavy tabs — a video, another animation, a 3D page. They compete for the same compositor.
  3. Re-run the scan and see whether the cliff moved. If it did not move at all, the limit is more likely the device itself than anything running on it.

What this does not mean: it does not mean your machine cannot run games at that frame rate. A browser page and a game engine load the GPU through different paths, and the two numbers are not interchangeable.

Your frame rate declined gradually

A gradient means frame time grew steadily as load went up. Nothing broke — your device simply had less and less headroom, and this curve shows where that headroom ran out.

This is the most common shape on laptops and on phones, and it is the one where the number itself matters least. What matters is where the curve starts bending, because that is the load your device can actually sustain rather than survive.

What to try first:

  1. Run it again with the charger plugged in and power mode set to performance. Many laptops cut the GPU's power budget on battery before they cut anything else.
  2. Close background apps that keep the GPU awake — chat clients, overlays, recording tools.
  3. Compare this scan's curve with your previous one above. If the bend moved to the right, whatever you changed helped; that comparison is more reliable than any single run.

What this does not mean: a gradient does not identify which component is the limit. It tells you the shape of the limit, not its cause.

Your frame rate was uneven before it dropped

A sawtooth means your frame rate bounced between levels instead of holding one. The average can look fine while the spacing between individual frames is not — and uneven spacing is what stutter actually is. This is the shape where an average FPS number is most misleading.

What to try first:

  1. Check what else is using the GPU. A sawtooth that starts at the lowest load usually points to something competing, not to the device running out of power.
  2. Try a different browser once. If the sawtooth disappears, the cause was in the browser rather than in the hardware.
  3. If the pattern is still there on a second run in the same session, run it a third time after a restart. Unevenness that survives a restart is worth knowing about.

What this does not mean: it does not mean your device is slow. A sawtooth says frames are unevenly spaced, not that they are few.

Your hardware is ahead of your display

No ceiling was found because there was nothing for this scan to break. Your device rendered the heaviest load the scan can generate without dropping a frame. On this screen, that means the display is what limits what you see — not the hardware behind it.

In practice: on a 60 Hz panel you will not see a difference between a machine that manages 90 FPS and one that manages 300. Both are capped at 60. If you want to find where your hardware actually gives out, you need a display that can show it.

Test your refresh rate

What this does not mean: it does not mean the scan failed, and it does not mean this test only works on slow devices. "No ceiling in range" is a valid result — the range was simply not high enough to reach your limit.

Your curve does not match a single pattern. No shape diagnosis is assigned to this scan.

What 1% low tells you

Average FPS describes a typical second. 1% low describes the worst one. Stutter is a worst-frame problem, not an average problem — which is why two devices both showing 60 FPS can feel completely different to play on.

tight The gap was 5 FPS or less. Your frames were nearly identical — this is what smooth actually looks like.

loose The gap was 6 to 15 FPS. Most frames were fine, but some were noticeably longer. You would feel this as occasional hitches rather than constant stutter.

slipping The gap was more than 15 FPS. The slowest frames were far behind the typical ones. This is where stutter stops being a detail and becomes the experience.

Only compare this number with other scans run the same way on the same device. It is not comparable to a 1% low reported by a game benchmark — those measure a different thing under different conditions.

What this test cannot tell you

What this test can and cannot measure ↓

Your results on this device

No scans saved yet

Run the scan again after you change something — a driver, a browser setting, or your power mode — and this is where you'll see whether it made any difference.

Saved in this browser only. Nothing is uploaded.

Tests that show a visible difference

Frame rate is capped by your display, so two very different machines can produce the same number. These tests aren't capped — they show what your hardware and your panel are really doing.

Refresh Rate Test

Measure whether your monitor is actually running at the refresh rate it's sold at — 59.9 Hz and 143.8 Hz are easy to tell apart.

Ghosting Test Planned

See motion blur and trailing with your own eyes. Some panels trail badly, some don't — no numbers needed.

Dead Pixel Test Planned

Full-screen colour cycling with a read-out guide for each colour, so you can tell a dead pixel from a stuck one.

Screen Test Planned

Backlight bleed, uniformity, banding and burn-in — one entry page for the whole panel checklist.

FPS Checker Planned

Already know your ceiling? Measure how steady your frame times are, not just how high they go.

What this test can and cannot measure

What it can measure

Your browser's rendering performance — how much animated content it can composite before frames start being missed. That's a real, repeatable measurement, and it tells you whether your machine has headroom left.

What it cannot measure

How a specific game will run. Games put load on the GPU through a different path than a browser page does, so a browser number is not a game benchmark and shouldn't be read as one.

This test deliberately doesn't guess. A tool that promised you an exact game frame rate from a browser measurement would be making a number up.

FPS, refresh rate and frame time

Frame rate (FPS)

How many frames your device produces per second. Fluctuates constantly, so a single number is always a snapshot.

Refresh rate (Hz)

How many times per second your display can show a new frame. This is the hard ceiling — a 60 Hz screen can't display anything above 60 frames per second, no matter how fast the device is.

Frame time (ms)

How long each individual frame took. 60 FPS averages 16.7 ms per frame; a single 40 ms frame is a hitch you'll notice even if the average looks fine.

Why the distinction matters here

If your ceiling is high and your screen is 60 Hz, more hardware won't make anything look better. Test the refresh rate before you upgrade anything.

What different frame rates feel like

  • 240 FPS — Competitive play. Motion feels continuous; useful only if your display can actually refresh that fast.
  • 120 FPS — Clearly smoother than 60 when you move the camera quickly.
  • 90 FPS — The point where most people stop noticing an improvement.
  • 60 FPS — Smooth for most content. Standard on the majority of displays.
  • 30 FPS — Playable for slow, story-driven games. Fast motion looks stepped.
  • 24 FPS — Film framerate. Chosen for how it looks, not because it's smooth.

These are general thresholds, not measurements of your device. Your own numbers are on the result card above.

If your ceiling was lower than you expected

  1. Close other rendering tabs. Video, other games and animated pages compete for the same compositor, and background tabs get throttled by the browser in ways that make both tabs look worse.
  2. Turn hardware acceleration back on. Most browsers let you disable it, and if it's off, everything renders on the CPU. That alone can cut your ceiling by a factor of ten. Chrome: Settings → System → Use graphics acceleration when available
  3. Check whether you're in power-saving mode. Laptops on battery often drop to the integrated GPU or cap the refresh rate to save power. Plug in and run the scan again before you change anything else.
  4. Update your graphics driver. A stale driver is the single most common cause of a low ceiling on a machine that looks good on paper.
  5. Run the scan again to confirm. One number proves nothing. Two scans on the same machine after a change is how you find out whether the change did anything — your history above keeps both.

If your ceiling still looks low after all five, the device may simply not have much headroom. That's a valid result, not a failed test.

FPS test FAQ

Why does my FPS always show 60?

Because your display only refreshes 60 times a second. Browsers sync frame delivery to the display, so a 60 Hz screen caps every result at 60 FPS no matter how fast the hardware is. That's exactly why this test adds load until the frame rate breaks — otherwise there would be nothing to measure.

Is this an accurate FPS test?

It accurately measures how much animated content your browser can render before it starts missing frames. It is not a benchmark of your GPU in games, and the two numbers are not interchangeable.

Can this tell me what FPS I'll get in a specific game?

No. Games put load on the GPU through a different path than a browser page does. This test tells you whether your machine has rendering headroom and where it breaks — not what any particular game will do.

Why does my ceiling change between runs?

Background processes, thermal throttling, battery state and browser tabs all shift it. That variation is real information: run it twice in the same session and compare the two results above.

Does this test work on my phone?

Yes. The scan runs the same way, but phone browsers throttle harder and drop refresh rate under load, so ceilings on mobile are less stable than on desktop.

What is a good FPS?

60 FPS is smooth for most content. 120 FPS is clearly smoother in fast motion if your display supports it. Above that, returns drop off for most people. See the frame rate table above.

What's the difference between FPS and Hz?

FPS is what your device produces. Hz is what your display can show. The lower of the two is what you actually see.

My monitor is 144 Hz but this shows 60. Why?

The scan measures the refresh rate your browser is reporting, which is often capped by a cable, a port, a Windows display setting, or a power-saving mode.

Test your refresh rate properly

Ready to find your ceiling?

One button, up to 20 seconds, no install.