Dead Pixel & Flicker Test Suite: Conversions

Dead pixels, ghosting, gradient banding, VRR flicker, and PWM flicker — all analysis runs locally. No data transmitted.

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  1. Click any solid color in the Dead Pixel Detection section to launch that test fullscreen.
  2. Pick a conversion below to see the reference table and worked example.
Dead Pixel Detection — Solid Color Screens

Left-click or use / to switch colors · Space to show/hide cursor · right-click to mark pixels.

Motion & Ghosting

Press Space mid-test to toggle dark / light background.

Flicker Tests

VRR: press / to change target FPS, / for gray shade.  PWM: press Space to switch static / alternating mode.

Color Gradient & Banding
Advanced Tests
Refresh Rate Converter

Enter a refresh rate in Hz to get the frame time in ms, or enter ms to get the Hz equivalent.

Refresh Rate Hz
Frame Time ms

Convert Hz to ms

How to convert Hz to ms

Divide 1000 by the refresh rate in Hz. Example: 144 Hz → 1000 ÷ 144 = 6.94 ms per frame.1

Common Hz to ms conversions

Hz
ms
60
16.666667
75
13.333333
120
8.3333333
144
6.9444444
165
6.0606061
240
4.1666667
280
3.5714286
360
2.7777778
480
2.0833333

Why frame time matters for gaming monitors

Before diving into the specific details of this section, it is worth establishing the broader context that frames what you are testing and why these particular characteristics matter for your daily experience, because understanding the underlying principles behind each test helps you make more informed decisions about panel quality and return thresholds. ### Why frame time matters for gaming monitors

Refresh rate expressed in Hz tells you how many times per second a monitor can update its display panel with a new image; 144 Hz means the screen refreshes 144 times every second. Frame time expresses this same relationship from the complementary temporal perspective: how many individual milliseconds each complete frame occupies on screen before the next refresh replaces it. At 144 Hz, each frame lasts precisely 6.94 ms before the next update pushes it off screen. At 60 Hz, each frame persists for a much longer 16.67 ms, which means motion appears noticeably less smooth and responsive to the viewer.1

Frame time is an essential measurement because it reveals actual per-frame rendering timing in milliseconds rather than the smoothed-out average that FPS figures communicate at a glance. A GPU delivering a 144 FPS average is producing those frames with individual completion times that vary significantly from one frame to the next due to scene complexity changes, and the simple average conceals that critical variance. When any single frame's completion time exceeds the monitor's fixed refresh interval, that frame misses its designated update window entirely and the previous frame is displayed again, producing a visible stutter that disrupts the perception of smooth motion.

How to use the conversion result

This fundamental relationship between frame timing and perceived smoothness is exactly why competitive gaming monitors at 240 Hz and 360 Hz have become the standard for serious players: shorter frame intervals leave substantially less temporal margin for individual frame-time spikes that would otherwise cause perceivable hitches during fast action. RTINGS has documented that action-oriented games benefit measurably from the reduced input lag and reduced sample-and-hold persistence blur that become possible as refresh rates climb higher.2 Converting between Hz and ms in both directions makes the complete picture of display and GPU performance practical to reason about and compare.

If the converted frame time is well below your GPU's typical frame delivery time, the monitor is not the bottleneck; your graphics hardware is. A 240 Hz monitor with a 4.17 ms frame interval cannot compensate for a GPU that consistently takes 10 ms or more to render frames; the monitor will simply wait for the GPU, and the practical refresh rate you experience will be closer to 100 Hz than 240 Hz.

Common gaming refresh rates and their frame times

The standard refresh rates available in modern gaming monitors correspond to a well-known set of frame times that every competitive player should understand. RTINGS documents 60 Hz as 16.67 ms between frames, 120 Hz as 8.33 ms, 144 Hz as 6.94 ms, 240 Hz as 4.17 ms, and 360 Hz as 2.78 ms, providing a reliable reference for comparing display capabilities.2

At 75 Hz, the frame time works out to 13.33 ms, which is a meaningful improvement over 60 Hz but still noticeably less smooth than 120 Hz. At 165 Hz, the frame time drops to 6.06 ms, so the practical gap from 144 Hz is only 0.88 ms, a difference that is measurable in benchmarks but difficult to perceive during actual gameplay. Above 360 Hz, frame windows become extremely short, just 2.08 ms at 480 Hz, and consumer GPUs begin having difficulty consistently delivering enough completed frames to keep the display fully fed even in lightweight esports titles running at reduced resolutions.

What the number does not tell you

A frame time specification alone does not guarantee that your GPU will actually maintain that delivery rate during demanding gameplay scenarios. It only tells you the maximum interval the display requires for each refresh cycle. If your game averages 144 FPS but drops to 90 FPS during graphically intensive explosions or complex scenes, the 144 Hz monitor still receives unevenly spaced frames that produce visible stutters. Use this converter with your actual measured frame time from a GPU overlay, then compare that real-world number against your monitor's refresh interval to determine whether the display specification is realistic for your specific hardware and games.

Frame time and input lag

Input lag includes several stages, and higher refresh rates make lower display-side latency possible without guaranteeing it. A 60 Hz refresh interval is 16.67 ms, while a 240 Hz interval is 4.17 ms; Blur Busters describes faster scanout at higher refresh rates as one reason high-refresh G-SYNC displays can reduce input lag.3

Input lag savings at higher refresh rates

For competitive first-person shooters and fighting games, this difference is real and measurable because the display scanout stage of total system latency shrinks directly as the refresh interval gets shorter. Converting your target frame rate to ms shows exactly how small each frame window is: at 360 Hz, each frame lasts only 2.78 ms, meaning the GPU must deliver a new frame every 2.78 ms to fully utilise the refresh rate and realise the lowest possible display-side lag.

Using this converter alongside the monitor test tool

This converter works alongside the monitor test suite on this page. When assessing whether your current monitor warrants an upgrade to a higher refresh rate, convert both the current and target rates to frame times. The benefit of moving from 144 Hz (6.94 ms) to 240 Hz (4.17 ms) is a reduction of 2.77 ms in frame interval. For fast-action competitive gaming, that is meaningful.3

Moving from 240 Hz (4.17 ms) to 360 Hz (2.78 ms) reduces the interval by 1.39 ms, a smaller absolute benefit but still relevant at the highest competitive level. If your GPU's average frame time already exceeds your current monitor's interval by a wide margin, the monitor's refresh rate is not the bottleneck. Check your frame time consistency before deciding whether a high-refresh upgrade will deliver a noticeable improvement in your specific games and at your chosen resolution. This keeps the comparison tied to your own gameplay, not only marketing refresh-rate claims, and prevents you from buying a higher refresh panel that your GPU cannot feed consistently. The Hz-to-ms relationship follows directly from the SI definition of the hertz as one cycle per second (s⁻¹), so the period in milliseconds is simply 1000 divided by the frequency in Hz.4

Try in the tool

Pre-filled for this page

Clicking "Try it in the tool" below pre-fills the Refresh Rate field to 144 Hz, matching the conversion this page covers. It converts automatically to 6.9444444 ms in the highlighted Frame Time field.

Verify with the Dead Pixel & Flicker Test Suite tool.

Try it in the tool ↑
Sources
  1. 1.

    Blur Busters, "G-SYNC 101: Range," blurbusters.com, accessed June 2026. https://blurbusters.com/gsync/gsync101-input-lag-tests-and-settings/2/

  2. 2.

    Scott James, "Highest Refresh Rate Monitor: Do You Need It For Your Usage?," rtings.com, updated August 2025. https://www.rtings.com/monitor/learn/60hz-vs-144hz-vs-240hz

  3. 3.

    Blur Busters, "G-SYNC 101: Hidden Benefits of High Refresh Rate G-SYNC," blurbusters.com, accessed June 2026. https://blurbusters.com/gsync/gsync101-input-lag-tests-and-settings/13/

  4. 4.

    BIPM, "SI Brochure: The International System of Units," 9th ed., bipm.org, 2019. https://www.bipm.org/en/publications/si-brochure

FAQ

Convert ms to Hz

How to convert ms to Hz

For frame time in milliseconds, divide 1000 by the value. Example: 4 ms → 1000 ÷ 4 = 250 Hz.1

Common ms to Hz conversions

ms
Hz
1
1000
2
500
4
250
6
166.66667
7
142.85714
8
125
12
83.333333
16
62.5

Understanding GPU frame-time readings

A 6.94 ms frame-time reading maps to 144 Hz, and this converter turns GPU overlay readings into the equivalent refresh rate. RTINGS lists 144 Hz as a 6.94 ms interval between frames, 240 Hz as 4.17 ms, and 360 Hz as 2.78 ms.1 Frame time in milliseconds is the native measurement unit of GPU performance profiling tools. MSI Afterburner, bundled with RTSS, can show Frametime alongside Framerate and Framerate Avg, and can display framerate as a text and graph overlay.2 The frame time graph shows rendering time variation across successive frames; a flat line near your target ms value indicates consistent delivery, while spikes indicate frames that took longer and will appear as hitches on screen.

How to use the conversion result

To find the refresh rate your GPU is consistently achieving, read the typical frame time from the overlay and convert it to Hz using this calculator. If your average frame time is 5 ms, you are delivering the equivalent of 200 FPS, and a 240 Hz monitor will not display all frames but your effective update rate approaches its maximum. If your average frame time is 10 ms with spikes to 20 ms, a monitor upgrade above 144 Hz will not fix those stutters; the frame time consistency is the bottleneck, not the refresh rate ceiling.

If your converted Hz reading is significantly lower than your monitor's maximum refresh rate, the display is waiting on the GPU rather than the GPU feeding the display. A 240 Hz monitor receiving frames at 8 ms intervals (125 Hz equivalent) cannot overcome the GPU bottleneck, and upgrading the monitor further will not improve smoothness.

Target frame times for competitive play

Specific frame times map to well-known refresh rates. RTINGS lists 144 Hz as a 6.94 ms interval between frames, 240 Hz as 4.17 ms, and 360 Hz as 2.78 ms. Blur Busters explains the same relationship through persistence: 240 fps at 240 Hz has about 4.1 ms persistence, and 480 fps at 480 Hz has about 2.1 ms persistence.3 The ms-to-Hz relationship follows directly from the SI definition of the hertz as one cycle per second (s⁻¹), so the frequency in Hz is simply 1000 divided by the period in milliseconds.4

Mapping frame times to competitive refresh-rate targets

Frame time targets are set by both the monitor and the game. A monitor at 240 Hz cannot benefit from frames arriving at 10 ms intervals regardless of its potential. The useful conversion is not just display Hz to frame time but also GPU-delivered frame time to the equivalent display Hz: if your GPU delivers 5 ms average frame time, you need a monitor capable of at least 200 Hz to display all of those frames.

What the number does not tell you

The converter cannot see your GPU load, game engine spikes, or VRR behaviour; it translates only one measurement into another without accounting for the full rendering pipeline. A reading of 8 ms means the frame interval is 125 Hz, but it does not reveal whether those frames are delivered evenly or arrive in clusters that produce visible stuttering. If your 1 percent lows convert to a value below your monitor refresh rate, the monitor is not the bottleneck. The result tells you where to focus next: frame pacing, graphics settings, or a realistic refresh-rate target.

Frame time variance and why it matters more than the average

Converting your average frame time to its Hz equivalent gives you a single number that maps directly to average FPS, but average FPS is widely recognised as a poor standalone indicator of actual perceived smoothness during gameplay. Two gaming sessions with mathematically identical average frame times can feel dramatically different to the player if one session exhibits high frame-time variance with frequent spikes while the other delivers frames at a perfectly consistent cadence, because the human visual system is far more sensitive to timing irregularities than to the average rate alone. The simple average conceals the very frame-timing spikes that produce the visible stutters players find most objectionable.5

Where to look next

A 144 Hz monitor fed by a GPU with an 8 ms average frame time but frequent 20 ms spikes every few seconds will subjectively feel considerably less smooth than a 120 Hz monitor receiving a perfectly consistent 8.3 ms frame time with virtually zero variance between frames. When using this converter to interpret your actual GPU performance data, always examine the 1% low frame time figure in addition to the overall average, because the 1% low captures the worst-case spikes that dominate perceived smoothness. If your 1% low frame time converts to a Hz value substantially below your monitor's maximum refresh rate, those stutter-producing outlier frames are the real bottleneck, and upgrading to a higher-refresh-rate monitor will not resolve the underlying inconsistency issue.

Frame time and display response time

Frame time in the context of this converter refers to the display's frame interval: how often the screen updates. Response time, also measured in milliseconds, refers to how quickly an individual pixel can change from one colour to another. These measurements describe different parts of display motion and should not be confused.

A monitor with a 1 ms GtG response time at 240 Hz has a 4.17 ms frame interval. Pixel transitions happen within that 4.17 ms window, ideally completing before the next frame is displayed. When pixel response time exceeds the frame interval, a pixel's transition spills over into the next frame, producing ghosting, the trailing smear behind fast objects. The monitor test patterns on this page let you evaluate pixel response time visually; this converter addresses the frame interval side of the same display performance picture.3

Try in the tool

Pre-filled for this page

Clicking "Try it in the tool" below pre-fills the Frame Time field to 4 ms, matching the conversion this page covers. It converts automatically to 250 Hz in the highlighted Refresh Rate field.

Verify with the Dead Pixel & Flicker Test Suite tool.

Try it in the tool ↑
Sources
  1. 1.

    Scott James, "Highest Refresh Rate Monitor: Do You Need It For Your Usage?," rtings.com, August 2025. https://www.rtings.com/monitor/learn/60hz-vs-144hz-vs-240hz

  2. 2.

    Rick Novlesky, "MSI Afterburner On Screen Display, Monitoring and Features," msi.com, September 2023. https://www.msi.com/blog/msi-afterburner-on-screen-display

  3. 3.

    Mark D. Rejhon, "Blur Busters Law: The Amazing Journey To Future 1000Hz Displays," blurbusters.com, accessed June 2026. https://blurbusters.com/blur-busters-law-amazing-journey-to-future-1000hz-displays-with-blurfree-sample-and-hold/

  4. 4.

    BIPM, "SI Brochure: The International System of Units," 9th ed., bipm.org, 2019. https://www.bipm.org/en/publications/si-brochure

  5. 5.

    Whitson Gordon, "What are 1% Lows? How to monitor (and fix) stutters in your PC games," rog.asus.com, February 2026. https://rog.asus.com/articles/guides/what-are-1-lows-how-to-monitor-and-fix-stutters-in-your-pc-games/

FAQ