Refresh Rate & Frame Cap Calculator
Work out the frame-rate cap for a VRR monitor, where Low Framerate Compensation has a legal multiple, and how many pixels of motion blur a frame interval costs.
Your display
Off the panel's spec sheet. Decimals are accepted: 239.76 and 165.06 are real modes.
The bottom of the panel's G-SYNC or FreeSync range, off the same spec sheet.
Your frame rate
From a benchmark run of the game you are tuning, not its average.
Sync and limiter
Cap rule — 3 fps below refresh
G-SYNC 101 publishes 3 as a minimum, not as a target.
0.30 ms reproduces every cap Reflex settles on at 60, 100, 120, 144 and 240 Hz.
Motion
Blur Busters documents backlight pulses as short as 0.25 ms.
960 px/s is TestUFO's default. Blur Busters recommends doubling it to 1920 px/s to compare panels above 240 Hz.
How much smear you are willing to accept, in pixels of eye-tracked motion.
141 fps
7.092 ms per frame, 0.148 ms clear of one refresh
6.944 ms
at 144 Hz, and the scanout time at any frame rate
5.000 ms
at 200 fps, before any cap
200 fps sustained is above the 141 fps cap, so the limiter is the binding constraint. That is what it is for.
200 fps sustained already sits under the 141 fps cap, so the limiter never engages here. Set it anyway: it is what catches the scenes that run faster.
A 1% low of 110 fps falls below the 48 Hz floor. LFC multiplies it by ×1, so the panel refreshes at 110.0 Hz and stays inside the window.
A 110 fps 1% low has no legal multiple in a 48 Hz to 144 Hz window: ×1 lands under the floor and ×2 lands over the ceiling. LFC has nothing to pick, so the panel drops out of the VRR range exactly where the game is already struggling.
A 1% low of 110 fps sits above the panel's 144 Hz ceiling, so it never drops into the VRR window from below and LFC never engages. The cap is the only thing acting here.
48 Hz to 144 Hz is narrower than ×2, and any window narrower than that has frame rates with no legal multiple. The table below is where they are.
The floor is at or above the maximum refresh rate, so there is no VRR window to work with. Check the panel's range.
With V-SYNC off the ceiling costs tearing instead of the 13.9 ms of buffered frames. The cap is what keeps the frame rate off it either way.
Reflex caps for you: with G-SYNC and NVCP V-SYNC on it settles near 141 fps. Set no manual limiter on top of it.
With no limiter the frame rate walks into 144 Hz and stays there. V-SYNC on buys 2 to 6 frames of delay at the ceiling; V-SYNC off buys tearing. Pick a limiter above.
A 3 fps margin puts the cap at 141 fps, under the 48 Hz floor. The panel will sit in LFC permanently.
A 3 fps margin is wider than the panel's own refresh rate, so the cap has bottomed out at 141 fps.
A 1% low above the average is not a 1% low. The spread reads as nothing until 110 fps drops below 200 fps.
960 px/s is under four times 144 Hz. Blur Busters treats four times the refresh rate as the floor for telling sample-and-hold panels apart, and recommends 1920 px/s above 240 Hz.
Rendering 200 fps on a 144 Hz panel does not shorten persistence: the panel holds each frame for one refresh, so MPRT stops at 6.944 ms.
A 1.00 ms pulse is — of the frame. Blur Busters documents pulses down to 0.25 ms; what you pay for the clarity is brightness, and panels raise peak luminance to cover it.
A 1.00 ms pulse cannot outlast the 5.000 ms frame it is shown in. The duty cycle reads 100%.
At 200 fps the eye reads the gap between frames as stutter rather than as smear, and where one becomes the other varies from person to person. The pixel figure is still what the frame interval smears.
What the cap costs, and where LFC covers you
Cap frametime
7.092 ms
Clear of one refresh
0.148 ms · 2.1%
Delay avoided by capping
13.9 ms
Limiter's own delay
0.0 ms
VRR window ratio
×3.00
1% low frametime spread
4.09 ms
LFC multiplier at your 1% low
×1
Panel refresh under LFC
110.0 Hz
Highest legal multiplier
×1
Where LFC has a legal multiple, and where it has none
| Frame rate | Frames duplicated | Panel refresh | Verdict |
|---|---|---|---|
| 48 to 144 fps | none | 48 to 144 Hz | Inside the window as rendered |
| 24 to 48 fps | ×2 | 48 to 96 Hz | Covered: each frame shown 2 times |
| 16 to 24 fps | ×3 | 48 to 72 Hz | Covered: each frame shown 3 times |
| 12 to 16 fps | ×4 | 48 to 64 Hz | Covered: each frame shown 4 times |
| 9.6 to 12 fps | ×5 | 48 to 60 Hz | Covered: each frame shown 5 times |
At ×3.00 this window is ×2 or wider, and a window that wide has no dead bands at all: every frame rate down to 9.6 fps has a legal multiple.
Every refresh rate: what −3 fps costs, and what 0.30 ms holds
| Refresh | One refresh | Cap at −3 fps | Its margin | Cap at 0.30 ms |
|---|---|---|---|---|
| 60 Hz | 16.667 ms | 57 | 0.877 ms | 59 |
| 75 Hz | 13.333 ms | 72 | 0.556 ms | 73 |
| 100 Hz | 10.000 ms | 97 | 0.309 ms | 97 |
| 120 Hz | 8.333 ms | 117 | 0.214 ms | 116 |
| 144 Hz | 6.944 ms | 141 | 0.148 ms | 138 |
| 165 Hz | 6.061 ms | 162 | 0.112 ms | 157 |
| 180 Hz | 5.556 ms | 177 | 0.094 ms | 171 |
| 240 Hz | 4.167 ms | 237 | 0.053 ms | 224 |
| 280 Hz | 3.571 ms | 277 | 0.039 ms | 258 |
| 360 Hz | 2.778 ms | 357 | 0.023 ms | 325 |
| 480 Hz | 2.083 ms | 477 | 0.013 ms | 420 |
| 540 Hz | 1.852 ms | 537 | 0.010 ms | 465 |
The −3 fps rule is published as a minimum, and its frametime cushion falls from 0.877 ms at 60 Hz to 0.010 ms at 540 Hz — a factor of about 85 — while a fixed 0.30 ms margin holds the same cushion at every rung. The last column reproduces the five caps Reflex settles on with G-SYNC and NVCP V-SYNC: 59, 97, 116, 138 and 224 fps.
The cap, step by step
one refresh = 1000 / 144 = 6.944 ms
cap = 144 - 3 fps = 141
cap frametime = 1000 / 141 = 7.092 ms
clear of one refresh = 7.092 - 6.944 = 0.148 ms
Why there are two cap rules
G-SYNC 101 sets the cap "a minimum of 3 FPS below display's maximum refresh rate", and publishes 57 at 60 Hz, 97 at 100 Hz, 117 at 120 Hz and 141 at 144 Hz. A minimum, not a target.
A constant fps step is a shrinking frametime cushion: the same −3 fps is worth 0.877 ms at 60 Hz and 0.010 ms at 540 Hz. What the panel actually needs is time, not frames.
The driver's own limiter behaves like a fixed frametime margin instead, holding about 0.30 ms at every refresh rate. That figure is derived here from the caps G-SYNC 101 publishes for Reflex; it is not an NVIDIA specification.
Persistence, and what it costs in pixels
Persistence (MPRT)
6.944 ms
Motion Clarity Ratio
144 Hz
Equivalent camera shutter
1/144 s
Blur as share of screen width
0.35%
Motion speed
960 px/s
Frame rate for a 4.0 px budget
240 fps
Duty cycle
—
Refreshes per rendered frame
—
Duplicate image separation
—
Blur at every frame rate, at this motion speed
| Frame rate | Persistence | Blur | Share of width | MCR |
|---|---|---|---|---|
| 30 fps | 33.333 ms | 32.00 px | 1.67% | 30 Hz |
| 60 fps | 16.667 ms | 16.00 px | 0.83% | 60 Hz |
| 75 fps | 13.333 ms | 12.80 px | 0.67% | 75 Hz |
| 100 fps | 10.000 ms | 9.60 px | 0.5% | 100 Hz |
| 120 fps | 8.333 ms | 8.00 px | 0.42% | 120 Hz |
| 144 fps | 6.944 ms | 6.67 px | 0.35% | 144 Hz |
| 165 fps | 6.061 ms | 5.82 px | 0.3% | 165 Hz |
| 180 fps | 5.556 ms | 5.33 px | 0.28% | 180 Hz |
| 240 fps | 4.167 ms | 4.00 px | 0.21% | 240 Hz |
| 360 fps | 2.778 ms | 2.67 px | 0.14% | 360 Hz |
| 480 fps | 2.083 ms | 2.00 px | 0.1% | 480 Hz |
| 540 fps | 1.852 ms | 1.78 px | 0.09% | 540 Hz |
| 1,000 fps | 1.000 ms | 0.96 px | 0.05% | 1,000 Hz |
On a sample-and-hold panel persistence is the displayed frame interval, so the blur column only halves when the frame rate doubles. At 960 px/s a 4.0 px budget first holds at 240 fps.
Blur against frame rate
At 960 px/s, the frame interval alone smears 16.00 px at 60 fps and 0.96 px at 1000 fps. A 4.00 px budget first holds at 240 fps.
Set a motion speed and a frame rate to draw the curve.
What this figure does not include
Blur Busters Law assumes 0 ms GtG and square-wave persistence, so real blur is worse than this on every panel ever made. No addition rule for GtG is published, which is why there is no GtG field on this page.
The figures here use MPRT(100%), not the MPRT(90%) of the original paper, so a vendor spec sheet quoting MPRT will not match them.
The Motion Clarity Ratio is a simulated refresh rate for eye-tracking, not a refresh rate. TestUFO states plainly that it will not fix stroboscopic effects caused by finite refresh rates.
The 0.30 ms margin is derived here from the five caps G-SYNC 101 publishes for Reflex with G-SYNC and NVCP V-SYNC on. It is not an NVIDIA specification. Blur Busters Law is a floor: it assumes 0 ms GtG.
Frame cap calculator for VRR panels. The cap to set, and the blur a frame interval costs.
What a frame cap does on a G-SYNC or FreeSync panel
The cap rules, the dead-band condition and Blur Busters Law
- = The panel's maximum refresh rate. One refresh lasts 1000/Hz ms, which is also the scanout time at any frame rate.
- = The frametime margin in milliseconds. 0.30 ms reproduces the five caps G-SYNC 101 publishes for Reflex, and is derived from them rather than specified by NVIDIA.
- = The fps step of the other rule, where cap = Hz minus f. G-SYNC 101 publishes 3 as a minimum.
- = Persistence in milliseconds: the displayed frame interval on a sample-and-hold panel, the strobe pulse length on a strobed one.
- = Eye-tracked motion speed in pixels per second. TestUFO's default is 960 px/s.
- = The LFC multiplier: the smallest whole number that puts k times the frame rate at or above the window floor.
How to drive the calculator
Worked cases
144 Hz, a 48 Hz floor, 200 fps sustained
A 48 to 60 Hz window, and a 35 fps 1% low
What −3 fps is worth at 60 Hz and at 540 Hz
144 fps at 960 px/s, and a 4-pixel budget
The same panel strobed with a 1 ms pulse
Dead bands by VRR window
| VRR window | Ratio | Dead bands | Frame rates with no legal multiple |
|---|---|---|---|
| 48 to 60 Hz | ×1.25 | 3 | Between 30 and 48, 20 and 24, and 15 and 16 fps |
| 60 to 75 Hz | ×1.25 | 3 | Between 37.5 and 60, 25 and 30, and 18.75 and 20 fps |
| 40 to 60 Hz | ×1.50 | 1 | Between 30 and 40 fps |
| 48 to 75 Hz | ×1.56 | 1 | Between 37.5 and 48 fps |
| 48 to 100 Hz | ×2.08 | 0 | None: the ceiling is already at least twice the floor |
| 48 to 144 Hz | ×3.00 | 0 | None: covered at every frame rate down to 9.6 fps |
Where tuning this goes wrong
- Capping at the refresh rate instead of under it. A limiter set to the panel's own number leaves no margin, so a frametime spike reaches the ceiling. With V-SYNC on that ceiling costs the 2 to 6 frames G-SYNC 101 measures; with V-SYNC off it costs tearing.
- Treating 2.5:1 as the LFC requirement. The threshold that decides whether dead bands exist is 2:1, and it is exact. AMD's FreeSync page describes the mechanism and gives its own example — a 60 to 144 Hz display doubling a 40 fps game to 80 Hz — and states no ratio between a panel's floor and its ceiling anywhere. A 48 to 100 Hz window is ×2.08 and has no dead bands at all.
- Reading −3 fps as a fixed amount of safety. It is a fixed number of frames, so what it buys in time collapses from 0.877 ms at 60 Hz to 0.010 ms at 540 Hz. The frametime rule is the same idea expressed in milliseconds.
- Expecting a faster panel to fix blur at an unchanged frame rate. Persistence on a sample-and-hold panel is the displayed frame interval, so 60 fps smears 16.00 px at 960 px/s on a 60 Hz panel and on a 480 Hz panel alike. A higher refresh rate shortens persistence once the frame rate rises to meet it.
- Comparing a vendor's MPRT figure against the one here. These are MPRT(100%) figures, while the original paper defines MPRT(90%), so a spec sheet quoting 1 ms MPRT is measuring a different window. GtG is a third quantity again: a panel with a 1 ms GtG transition displaying 60 fps still holds each frame for 16.667 ms.
- Stacking a manual limiter on top of Reflex. With Reflex set to On or On + Boost alongside G-SYNC and NVIDIA Control Panel V-SYNC, the driver already settles near 138 fps on a 144 Hz panel. A second cap underneath only lowers the frame rate further.
- Setting a margin wide enough to push the cap under the floor. The panel then sits in LFC permanently, duplicating frames at a frame rate it could have displayed directly.
What these numbers do not include
Terms on this page
VRR window
The range of refresh rates a panel varies between, quoted on its spec sheet as a floor and a ceiling. Inside the window the refresh period is the frame interval.
LFC (Low Framerate Compensation)
AMD's name for showing a rendered frame more than once when the frame rate falls under the window floor, so the panel's refresh rate stays inside its range. AMD's example: a 60 to 144 Hz display doubling a 40 fps game to 80 Hz.
Dead band
An open interval of frame rates for which no whole-number multiple lands inside the VRR window. Dead bands exist only where the ceiling is below twice the floor, and both endpoints of a band are legal.
MPRT (persistence)
How long a pixel stays visible: the displayed frame interval on a sample-and-hold panel, the strobe pulse length on a strobed one.
GtG
Grey-to-grey transition time, how long a pixel takes to change color. Close to independent of frame rate, and not what eye-tracked motion blur is made of.
Motion Clarity Ratio (MCR)
1000 divided by MPRT. TestUFO describes it as a simulated refresh rate for eye-tracking a moving object, and states that it will not fix stroboscopic effects caused by finite refresh rates.
Duty cycle
On a strobed panel, the pulse length as a share of one rendered frame. A 1 ms pulse inside a 5.000 ms frame is 20.0%.
Scanout
The time a panel takes to paint one refresh. It is one refresh period at the maximum refresh rate whatever the frame rate.
1% low
The frame rate of the slowest 1% of frames in a benchmark run — the 99th-percentile frametime, read as a frame rate. It is the figure that decides whether LFC has anything to do.
Frequently asked questions about frame caps, LFC and motion blur
What FPS should I cap at on a 144 Hz monitor?
Is the −3 fps rule still enough at 480 Hz?
Does LFC require the maximum refresh rate to be 2.5 times the minimum?
Why does my FreeSync monitor stutter at around 35 fps?
What is a dead band in a VRR window?
Does a 240 Hz panel halve the motion blur of a 120 Hz panel?
Is MPRT the same as GtG response time?
How many pixels of motion blur should I aim for?
Which frame limiter should I use: the in-game one, RTSS, or the driver?
My VRR window is narrower than ×2. What can I do about the dead bands?
Is this calculator free to use?
How accurate are these caps and blur figures?
Sources & References
- Blur Busters, "Blur Busters Law: The Amazing Journey To Future 1000Hz Displays" (Mark Rejhon) — the law this page's clarity mode applies, stated there as "1ms of persistence = 1 pixel of motion blurring per 1000 pixels/sec", plus the duplicate-image separation of a strobed panel showing one frame more than once. Read on the live page 2026-09-04.
- TestUFO, "Moving Picture Response Time (MPRT Indicator)" — that MPRT is how long a pixel stays visible rather than a grey-to-grey transition, and the Motion Clarity Ratio, defined there as 1000 divided by MPRT and described as a simulated refresh rate for eye-tracking. The same page states that MCR will not fix stroboscopic effects caused by finite refresh rates, which is why this page says so too. Read on the live page 2026-09-04.
- Blur Busters, "Making Of: Why Are TestUFO Display Motion Tests 960 Pixels Per Second?" — the 960 px/s default this page starts from, its 2025 update recommending 1920 px/s to compare screens above 240 Hz, and the guidance that motion speed should be at least four times the refresh rate to tell sample-and-hold panels apart. Read on the live page 2026-09-04.
- Blur Busters, "G-SYNC 101" (jorimt) — the cap rules this page computes. The article is paginated and the figures used here are on pages 2, 11 and 14, not on page 1: the rule to "set (a minimum of) 3 FPS limit below display's maximum refresh rate" with its published 57 at 60 Hz, 97 at 100 Hz, 117 at 120 Hz and 141 at 144 Hz; the 2 to 6 frames of delay at the ceiling with V-SYNC on; and the caps the engine-level limiter settles on with Reflex set to On or On + Boost combined with G-SYNC and NVCP V-SYNC, published as roughly 59 at 60 Hz, 97 at 100 Hz, 116 at 120 Hz, 138 at 144 Hz and 224 at 240 Hz. The 0.30 ms frametime margin this page offers as the second cap rule is derived from those five figures here; it is not an NVIDIA specification. Read on the live page 2026-09-04.
- AMD, "AMD FreeSync Technology", the Low Framerate Compensation entry of its FAQ — that when the frame rate falls below the panel's minimum refresh rate, frames are duplicated so the panel can sync inside its range, with AMD's own worked example: a display with a 60 to 144 Hz range syncing a game running at 40 FPS by doubling its frames to 80 Hz. The dead-band table on this page is that mechanism carried through arithmetically. The page states no minimum ratio between a panel's floor and its ceiling, so no such threshold is claimed here. Read on the live page 2026-09-04; the text sits inside a collapsed FAQ panel.
- Blur Busters, "Motion Blur Reduction (ULMB, LightBoost, etc)" FAQ — the strobe pulse lengths this page's strobed mode accepts, documented there down to 0.25 ms, and the trade-off between motion clarity and brightness. No percentage of brightness lost is quoted from it: the sentence that would support one is broken by an inline link on the live page, and panels raise peak luminance to compensate. Read on the live page 2026-09-04.