Frame Time Budget Calculator: FPS to Milliseconds
A 60 FPS game has about 16.7 milliseconds per frame. Enter a target to see the budget and split it between your systems.
16.67 ms per frame
50 FPS · over budget
Split the budget
5.83 ms
6.67 ms
2.50 ms
1.67 ms
Total: 100%
Frame time is more useful than FPS: it adds up, so you can give each system a budget.
When to use it
Hitting 60 FPS on modest PCs
Give rendering, scripts, physics and audio a slice of the 16.7 ms and profile each against its own number.
Planning for 120 Hz or VR
At 120 FPS the budget halves to about 8.3 ms; see which systems have to get cheaper.
Reading the profiler
Compare the milliseconds the Unity or Godot profiler reports with your budget instead of guessing from the FPS counter.
Go further
Questions
Milliseconds add up. If rendering takes 8 ms and scripts 4 ms, you know what is left. FPS does not add.
It depends on the game. Profile your own project, then set budgets from what you see.
Frame time is the inverse of FPS: 30 to 60 saves 16.7 ms per frame, 60 to 90 only 5.6 ms. That is why the same optimisation looks bigger at low frame rates.
Yes. Aim for about 80% of the budget so spikes from loading, garbage collection or many enemies on screen don't drop frames.


