Current FPS vs Average FPS
Current FPS reflects a recent rolling window and can change quickly. Average FPS summarizes a longer test and is more useful when comparing identical workloads.
Measure browser frames per second, inspect frame-time consistency, compare motion and run repeatable rendering workloads. A detailed FPS checker for desktops, laptops and mobile browsers.
Automatically reports accessible display and browser values. No permissions required.
Choose an animation and rendering workload. Start the test to record actual browser frame callback timing.
Ready. Start a timed run to collect meaningful FPS and frame pacing data.
Higher tiers draw more objects every frame. Scene size, browser, scaling and device power mode all affect scores.
Measurement note: This reads requestAnimationFrame callbacks. It measures the current webpage's rendering cadenceβnot the FPS of another game, actual GPU output, exact physical refresh rate or end-to-end input latency. Browser tabs in the background are throttled.
See whether frames arrive consistently, rather than focusing only on one FPS number.
Rolling FPS based on recent callbacks. Lower dips can coincide with uneven motion.
A steady frame time is generally smoother than frequent spikes. No fixed FPS is assumed.
Observe different simulated animation update rates. Your browser's screen refresh still limits how these demonstrations appear.
These rows deliberately change object position at 24, 30 and 60 updates per second. They are illustrations, not measured monitor refresh rates or independent video streams.
Compare sustained browser performance as this page's Canvas workload increases.
Each tier lasts 6 seconds (24 seconds total, plus scheduling overhead). Tier results are the average browser callback FPS while that workload is rendered. They are not comparable to native-game benchmarks.
Frames per second tells you how frequently your browser produces animation updates. Frame time explains how much time passes between those updates.
Use stable power and display settings when comparing runs, particularly on laptops.
Higher frame rates can make motion appear smoother, but display refresh, browser scheduling and rendering consistency also influence the result.
Use a dedicated display measurement tool if your goal is to characterize the hardware's actual refresh rate or pixel response.
Compare recent local sessions and save your results for later reference.
| Run | Scene / Workload | Average FPS | 1% Low | P95 ms | Long frames | Duration |
|---|---|---|---|---|---|---|
| Run an FPS test to populate your session history. | ||||||
Current FPS reflects a recent rolling window and can change quickly. Average FPS summarizes a longer test and is more useful when comparing identical workloads.
This tool averages the slowest 1% of measured frame intervals and converts that mean interval to FPS. Meaningful results require enough frames and are not identical to every game benchmark's 1% low method.
Frame time is the gap between animation callbacks. P95 means 95% of sampled intervals were at or below that value. Spikes can make motion look inconsistent.
The checker counts intervals substantially longer than a fast observed baseline. They are possible frame-pacing interruptions, not a direct hardware dropped-frame counter.
A 144 Hz panel and a page producing 90 FPS are different quantities. Browser timing alone cannot prove the panel's native refresh rate or the frames produced by other applications.
Canvas drawing exercises a specific browser workload. Native games use different engines, GPU APIs and rendering paths, so this test cannot predict in-game FPS.
Check browser updates, device power-saving mode and hardware acceleration. Close unrelated intensive applications and repeat the same workload.
Other tabs, notifications, extensions, garbage collection and background activity can delay animation callbacks. Compare repeated runs rather than one isolated spike.
Browser engines and GPU acceleration settings can change Canvas performance and animation scheduling. Record the browser and test settings with your result.
Stop intensive testing and let the device return to normal operating conditions. High workloads increase processing demand, so short test durations are better for routine checks.
Choose an animation, a workload and a duration, then select Start FPS Test. The tool measures the browser's animation callback timing while drawing the selected scene and reports FPS and frame-time statistics.
No. It is a real measurement of this browser page's animation performance, not an FPS reading from a separate game. Native games may perform very differently.
It can show an estimated animation callback cadence, which often tracks display refresh, but browsers can throttle callbacks or change scheduling. It cannot certify the physical panel refresh rate.
For this tool, judge consistency and compare average FPS across runs with identical settings. A higher number generally means more browser updates, but the appropriate rate depends on your display and workload.
It summarizes the slowest frame intervals. A lower 1% low compared with average FPS can indicate uneven pacing. This page calculates it from the slowest 1% of sampled browser frame intervals.
Heavy rendering, CPU competition, GPU limitations, power saving, thermal management, browser extensions and other background activities can all affect the test.
Yes, in current mobile browsers supporting Canvas and requestAnimationFrame. Mobile browsers can throttle animation and intensive modes may use more power, so start with Light or Medium.
Yes. The motion comparison shows three deliberately quantized update rates. They are simulated demonstrations displayed within your browser's actual rendering cadence.
Browsers typically slow or pause animation callbacks in hidden tabs. This tester stops a run instead of including long hidden-tab pauses in its results.
This widget processes measurements locally and stores only recent sessions in your browser when storage is available. It has no dedicated server upload. Other website scripts or analytics may have separate policies.
FPS Test by Gamepad Tester Β· Browser-rendered frame timing Β· No installs or accounts required
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