What the result actually measures
Frame time is 1000 divided by the frame rate: 144 FPS leaves 6.94 ms per frame. Dividing the polling rate by the frame rate gives how many input reports can arrive inside one frame.
Measurement boundary: This divides time budgets. It does not measure end-to-end latency, frame pacing or when the browser actually delivers events; the system latency and input latency tests measure those.
How to interpret the output
Frame time
Every doubling of frame rate halves the time a frame takes: 60 FPS is 16.7 ms, 120 is 8.3 ms, 240 is 4.2 ms. The gains shrink as the number grows.
Reports per frame
Above one report per frame, a higher polling rate mostly smooths motion rather than cutting delay. Below one, some frames reuse the previous position.
Frame time at common frame rates
Milliseconds per frame, and how many reports a 1000 Hz mouse sends inside one frame.
| Frame rate | Frame time | Reports per frame at 1000 Hz |
|---|---|---|
| 30 FPS | 33.33 ms | 33.3 |
| 60 FPS | 16.67 ms | 16.7 |
| 75 FPS | 13.33 ms | 13.3 |
| 120 FPS | 8.33 ms | 8.3 |
| 144 FPS | 6.94 ms | 6.9 |
| 165 FPS | 6.06 ms | 6.1 |
| 240 FPS | 4.17 ms | 4.2 |
| 360 FPS | 2.78 ms | 2.8 |
| 500 FPS | 2.00 ms | 2.0 |
Troubleshooting unexpected results
The result looks too good to be real
It is a budget, not a measurement. Frame pacing, the game engine and the display add their own time; measure the whole chain with the system latency test.
Frequently asked questions
How many milliseconds is 144 FPS?
About 6.94 ms per frame: 1000 divided by 144.
Does 8000 Hz polling help at 144 FPS?
At 144 FPS about 55 reports arrive per frame at 8000 Hz and about 7 at 1000 Hz. The newest one is what the frame uses either way, so the benefit is smoother motion and a slightly fresher sample, not a large cut in delay.