30fps.lol
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The frame rate test in your browser

“30 fps is plenty.”LOL. See for yourself.

The eye has no frame rate. What you see depends on how far an object jumps between two frames and how long each frame stays on screen. This site measures your screen live, shows frame rates side by side and uses a blind test with statistics to check what you can actually tell apart.

left: 30 fpsright: … fps, the maximum of your screen
1200 px/s
Test bench

What your browser really delivers

Every bar is a real frame from your browser, measured over the last few seconds. Bars of equal height mean clean timing, red bars are frames that arrived late.

Gaming monitor showing a fast race car with motion blur, backlit keyboard and mouse in front
Your screen, measured live
measuring …
Collecting frame times …
…Rate
…per frame
…Jitter
…Dropped

Measured over the last 720 frames. The dashed line is the target refresh interval of your screen.

Detected setup

Shows the model names and arrangement of all monitors (Chrome and Edge). The browser asks for your permission first.

Diagnosis

  • Measuring …
Experiment 1 · The race

Same speed, different frame rate

All objects move at exactly the same speed. The only difference is how often their image is refreshed. Follow one object with your eyes, then the next. The table below measures whether each lane really keeps its refresh rate.

960 px/s
LaneTargetActual (measured)Frame on screenJitterStatus

“Show single frames” reveals where each frame actually stood. The gaps in between are the stutter that your brain otherwise has to bridge. Best viewed while paused. The space bar pauses.

Experiment 2 · What your eye makes of it

The blur nobody built in

When your eye follows an object, your gaze keeps moving smoothly, but the image on the screen stands still until the next one arrives. On the retina it smears by exactly the distance the object travels per frame. This is a computed still image and therefore applies to every frame rate, including those your screen can't reach.

960 px/s
Linked to Experiment 1.

Rule of thumb: blur in pixels = speed in pixels per second divided by the frame rate. This holds for screens that hold every frame until the next one, which is almost every LCD and OLED. Strobe or black frame insertion modes shorten the hold time and with it the trail.

Experiment 3 · Hands on

Catch your pointer

Move your mouse quickly across the field or drag with your finger. Each ring shows your position the way a game at that frame rate would show it. Below, you can see live how far each one lags behind.

This measures only the hold effect: the ring shows the position from its own last frame. Games and monitors add their own latency on top, which also grows at lower frame rates. Without input, a demo runs.

The test · with statistics

What can you really tell apart?

Two balls, same lane, same speed. One runs at double the frame rate. Each time, you pick the smoother side, even if you have to guess. You only see the result at the end. Anyone who sees nothing ends up at around 50 percent, and that is exactly what the analysis checks.

Pairs are set after the measurement.
Tip: follow one ball with your eyes, then the other. Don't move the window, or the site will measure again.
GTA 6 · from November 19, 2026

GTA 6 runs at 30 fps on every console

Rockstar names the same target for PS5, PS5 Pro and Xbox Series X|S: 30 frames per second. The Pro brings the sharper picture, but not more frames. You saw above what that feels like. Everything about GTA 6 and the consoles

Person on a couch playing with a controller in front of a large TV showing a sunny city street
Ad GTA 6 for PlayStation 5 PS5 · PS5 Pro

GTA 6 for PlayStation 5

Code in a box: it comes with a download code, not a disc. So it also works on the PS5 Digital Edition. Target according to Rockstar: 30 fps, on the Pro too.

Amazon shows the current price.

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Ad GTA 6 for Xbox Series X|S Series X · Series S

GTA 6 for Xbox Series X|S

Code in a box, so no disc. Rockstar is targeting 30 fps on Xbox as well.

Amazon shows the current price.

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Ad PlayStation 5 Pro 2 TB · no disc drive

PlayStation 5 Pro

The sharpest picture for GTA 6 on console: Rockstar names PSSR upscaling and ray-traced shadows, which exist only on the Pro. It won't get smoother, though. The target stays at 30 fps.

Amazon shows the current price.

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Ad PlayStation 5 Digital Edition no disc drive

PlayStation 5 Digital Edition

Fully enough for GTA 6, since the box contains only a code as well. Same frame rate as the Pro.

Amazon shows the current price.

View on Amazon

Ad. As an Amazon Associate we earn from qualifying purchases. The price stays the same for you. Prices and availability come from Amazon.de, reflect the date shown and may have changed since. The price Amazon displays at checkout is what counts. The lowest new offer in the buy box is shown, and for consoles it often comes from third-party sellers.

Measurement report

Everything to copy

Setup, measured values and your test result as text, to share or compare. The site stores and sends none of it.

What's behind it

Four statements that aren't true

Close-up of a human eye with light streaks from a screen reflected in the iris
Old 35 mm film projector in a dark projection booth with a beam of light

“The eye only sees 30 or 60 frames per second.”

The eye doesn't work in frames. Photoreceptors respond continuously, and the brain evaluates motion, edges and brightness separately. There is no fixed upper limit, only different thresholds depending on what you measure.

“Movies run at 24 fps and look smooth.”

A film camera exposes each frame for a long time, typically 1/48 of a second. So every frame carries real motion blur that masks the jumps, and cinematographers avoid fast pans. A game renders every frame razor sharp, so the jumps stand out fully.

“Nobody notices anything above 60 Hz.”

A 2015 study in Scientific Reports found flicker artifacts at sharp edges with moving eyes far above textbook values: all participants saw them above 200 Hz, and for the median person they disappeared only above 500 Hz (Davis, Hsieh and Lee).

“More fps only helps pro gamers.”

Everyone sees it when scrolling, with the mouse pointer and in every camera pan: blur and waiting time are halved with every doubling. To be fair, the gain also gets smaller. From 30 to 60 you save 16.7 ms per frame, from 120 to 240 only 4.2 ms.

Frame rateTime per frameJump and blur at 1,000 px/sAvg. wait for the next frame
30 fps33.3 ms33.3 px16.7 ms
60 fps16.7 ms16.7 px8.3 ms
90 fps11.1 ms11.1 px5.6 ms
120 fps8.3 ms8.3 px4.2 ms
240 fps4.2 ms4.2 px2.1 ms
Frequently asked questions

Short answers

Can the human eye see more than 60 fps?

Yes. The eye has no fixed frame rate. How much of a difference someone sees depends on speed, contrast and whether the eyes follow an object. With fast motion, most people clearly see the step from 60 to 120 fps, and one study detected flicker artifacts at sharp edges up to over 500 Hz. Whether you can see the difference yourself is what the blind test on this page checks.

Why does the site show only 60 Hz for me?

The site measures what your browser delivers. Safari and all browsers on iPhone and iPad often throttle web pages to 60 Hz, and so do battery saver modes. Also check the refresh rate in your system settings, in your monitor's menu and the cable.

Why do 30 and 60 fps stutter unevenly on my 144 Hz monitor?

144 doesn't divide evenly by 60. So some frames stay on screen for two refreshes, others for three. The “Matched to your screen” setting picks frame rates that divide evenly, such as 36, 48, 72 and 144 fps.

Does GTA 6 run at 60 fps?

No. Rockstar names a target of 30 fps for PS5, PS5 Pro and Xbox Series X|S. A 60 fps mode has not been announced.

Does the site store my data?

No. The measurement, setup detection and test run only in your browser. There are no cookies, no analytics and no requests to third-party servers.

Method

How the site measures

Refresh rate. For every frame it hands to the screen, the browser reports a timestamp. The median of the intervals gives the refresh rate, their spread gives the jitter, and intervals that run too long give the dropped frames. So what is measured is what your browser actually delivers, not what is printed on the monitor's box. If you drag the window to another monitor, the site measures again on its own.

Frame rates. Each lane recalculates its position only at the moments of its own frame rate and holds it in between. If the frame rate divides the screen's refresh rate evenly, every frame stays on screen equally long. Otherwise long and short frames alternate, which is visibly uneven. More frames than the screen can show can't be displayed, and such lanes are marked.

Limits. No web page can detect G-Sync, FreeSync, overdrive or strobe modes. Videos and screen recordings of this site are no proof, since they usually run at 30 or 60 fps themselves.