Gaming, Graphics & XR

Frame rate (FPS)

Also known as: FPS, frames per second, framerate

Frame rate is how many separate images, or frames, a video or game displays each second, measured in frames per second (FPS).

Films typically use 24 FPS, many console games target 30 or 60, and competitive PC players often push past 144. While a higher number generally means smoother motion and quicker response, consistency matters as much as the average: a game that swings between 40 and 90 FPS can feel worse than one locked at 60.

Frame rate (FPS), explained at three levels

At home

Flip through a flipbook and the drawings seem to move. Video and games work the same way: they're a fast series of still pictures called frames. Frame rate is how many frames appear each second. At 24 per second, motion looks like film. At 60 or more, it looks fluid. In a game, every frame also has to be calculated on the spot, so a weaker computer produces fewer frames.

At work

Frame rate, measured in frames per second (FPS), is how many complete images a screen shows each second. In games and interactive apps, each frame is computed live, so the rate depends on the hardware and the work in each frame. Businesses care because frame rate shapes how polished and responsive a product feels, so teams set targets such as 30 or 60 FPS per device.

Real-world examples

At home

Nadia switched her console game from 'quality mode' at 30 FPS to 'performance mode' at 60 FPS. The graphics looked slightly softer, but aiming felt much more responsive.

At work

Jerome is a QA lead at a Montreal studio. His team tracks 1% low frame times on a baseline laptop, because players notice stutter far more than a lower average FPS.

How it compares

feature24 FPS30 FPS60 FPS144+ FPS
Typical useFilmSome console gamesSmooth gamingCompetitive PC gaming
Frame time41.7 ms33.3 ms16.7 ms6.9 ms or less
FeelCinematicAcceptableSmoothVery responsive
Hardware demandLowModerateHigherHighest

Higher frame rates feel smoother and more responsive, at higher hardware cost.

For analysts

For any interactive product, set a frame-rate target on the weakest supported device before launch. I'd measure frame-time consistency, not just averages, because stutter is what users complain about.

History & origin

Early silent films ran at roughly 16 to 24 frames per second, and 24 FPS became the sound-film standard in the late 1920s. Television in North America used about 30 frames (60 interlaced fields) per second, while Europe used 25. Video games long targeted 30 or 60 FPS to match TVs. As PC monitors with 120 Hz, 144 Hz, and later 240 Hz and higher refresh rates arrived in the 2010s, competitive players demanded matching frame rates. The PlayStation 5 and Xbox Series X made 60 FPS 'performance modes' common on consoles in 2020. In my opinion, frame pacing, how evenly frames are spaced, is the most underrated factor in how smooth a game feels.