Measured from real frames
The rate comes from the timestamps of the browser's own animation frames. It is anchored on the median frame time, so a stray hiccup cannot drag it down, then matched to the nearest standard rate such as 60, 144, or 240 Hz.
Measure how many frames a second your browser really delivers, matched to your screen's likely refresh rate, with a live frame-time graph, dropped frames, a smooth-motion check, and the settings that can hold it back.
Timed from the browser's own animation frames over the last two seconds, then matched to the nearest standard rate. It starts on its own; keep this tab in front and it settles in a moment.
Measuring. Keep this tab in front for a couple of seconds.
Rate, frame time, jitter, and percentiles cover the last 2 s, dropped frames the last 10 s. Jitter leaves dropped frames out; p95 and p99 include them.
The graph fills in as frames arrive. Lines for the median and the drop threshold appear once the reading settles.
Collecting frame times. Keep this tab in front for a couple of seconds and the reading settles.
None so far. Drag this window to another screen, plug in or unplug the charger, or go full screen, and any change shows here.
The same block moves at the same speed in every lane. The top lane moves on every frame; the others skip frames, so you can see the difference the full rate makes. Nothing here flashes: the blocks only move.
Three lanes, each with a block moving left to right at the same speed. The first lane redraws on every frame, the second on every second frame, and the third on every fourth frame.
Until the rate settles the blocks move by elapsed time. After that they step a whole number of pixels on every frame, which keeps their edges sharp.
Follow the top block with your eyes. It should glide; the lower lanes show the judder of half and a quarter of the rate. A hitch now and then in the top lane is a dropped frame, and the graph above marks it. Full screen can change the rate on some systems, and any change is noted under Stability.
If the number is lower than your screen's specification, one of these is usually why. Start with the display setting.
If the rate you expect is not listed, the cable, port, or resolution is usually why.
ProMotion adapts up to 120 Hz, so a page with little moving may read lower.
G-Sync, FreeSync, and Adaptive-Sync let the screen wait for each frame instead of refreshing on a fixed beat, and ProMotion on Apple devices adapts the rate to what is moving. Browsers usually still run at the top rate, but with variable refresh active the reading may wander or sit lower, which the page reports as Unsteady.
On battery, Windows battery saver and Dynamic refresh rate, Chrome's Energy Saver, and macOS or iPhone Low Power Mode may lower the rate, sometimes to 60 or even 30 frames per second. Plug in the charger and watch for a change notice.
High rates need enough bandwidth. Older HDMI versions, some adapters, docks, and USB-C hubs can hold a high resolution at 60 Hz, or a 4K screen at 30 Hz. Use the cable that came with the monitor, prefer DisplayPort where it is offered, and on a desktop plug into the graphics card rather than the motherboard.
The browser normally paces frames to the screen its window is on, but with two screens at different rates some systems may pace to the main one instead. Mirrored screens usually share one rate. Drag this window to the other screen and watch for a change notice.
Remote desktop, screen sharing, cloud PCs, and virtual machines draw at their own rate, often 30 or 60 Hz, whatever the screen in front of you can do. Run the test on the computer the screen is plugged into.
Browsers decide how often a page may animate. Background tabs are slowed or stopped, Safari may hold pages at 60 Hz on 120 Hz screens, and with hardware acceleration switched off a browser may fall back to 60 Hz. Trying a second browser tells a browser cap from a screen limit.
Screen recorders, streaming software, and some game or chat overlays may cost frames while they run. Close them before you measure.
The page keeps measuring while you change things, and notes each change of rate under Stability. Press Restart to clear the log and start from nothing.
Browsers run page animation in step with the screen: each time the display is ready for a new image, the browser calls the page's animation code once and passes it a timestamp. This page records those timestamps, takes the median gap over the last two seconds so one late frame cannot skew it, and matches the result to the nearest standard rate. A gap longer than one and a half frame times is a dropped frame. What it measures is frame delivery to the page, which is usually the screen's refresh rate, but battery saving, variable refresh rate, background tabs, and browser caps can make it lower.
Put the browser window on that screen, plug in the charger if it is a laptop, close heavy tabs, and keep this tab in front. Measuring starts on its own and settles within a couple of seconds.
The big number is the likely refresh rate, with the measured value and the frame time under it. Jitter, the slowest frames, dropped frames, and a plain-words verdict show how steady delivery is, and the graph shows every frame of the last five seconds.
Compare the block that moves on every frame with the ones that skip frames. If the rate is lower than your screen's specification, work through what can cap it, and the page notes each change as you go.
The rate comes from the timestamps of the browser's own animation frames. It is anchored on the median frame time, so a stray hiccup cannot drag it down, then matched to the nearest standard rate such as 60, 144, or 240 Hz.
Every frame of the last five seconds, with the median, the drop line at one and a half frame times, and each dropped frame marked with a red triangle. The axis reads in milliseconds and hertz.
Jitter, the 95th and 99th percentile frame times, dropped frames over the last 10 seconds, and a verdict: Stable, A few dropped frames, Unsteady, or Throttled, with what to do about it.
Drag the window to another screen, plug in the charger, or go full screen, and the page notes it, for example Rate changed from 60 Hz to 144 Hz. A rate that keeps wandering is called out as such instead.
Three lanes move the same block at the same speed, on every frame, every 2nd, and every 4th, so you can see what the full rate buys. Nothing on the page flashes or changes brightness, and it waits for you if your system asks for reduced motion.
Everything runs in this tab. There is nothing to install, no camera, no upload, and no result is stored.
Almost always because the computer is sending 60 Hz. On Windows 11, open Settings, then System, Display, and Advanced display, and pick the highest rate under Choose a refresh rate (on Windows 10 it is Advanced display settings). On a Mac, open System Settings, then Displays, select the screen, and choose the rate in the Refresh Rate menu. If the higher rate is not offered, the connection is the usual suspect: use the cable that came with the monitor, prefer DisplayPort, avoid adapters and docks, and on a desktop plug into the graphics card rather than the motherboard. Check that the browser has hardware acceleration switched on and that no battery saver is active, then measure again.
Variable refresh rate (G-Sync, FreeSync, Adaptive-Sync, and ProMotion) lets the screen refresh when a new frame is ready instead of on a fixed beat. Most of the time a browser still runs at the screen's top rate and the reading is normal. Where variable refresh applies to windowed apps, though, the system may decide this page does not need every refresh, and the reading can wander or sit lower. The page calls that Unsteady and says the rate keeps moving. It is not a fault, and games running full screen still get the full range.
It can. Windows battery saver and Dynamic refresh rate, Chrome's Energy Saver, and Low Power Mode on a Mac or an iPhone may lower the refresh rate or slow page animation, sometimes to 60 or even 30 frames per second, to save power. Plug in the charger or switch the mode off and the page should note a change within a second or two.
Normally the one the browser window is on, because the browser paces its frames to that screen. With screens at different rates, some systems may pace the browser to the main display wherever the window sits, and mirrored screens usually run at one shared rate. Drag this window to the other screen: if the rate changes, the page says so. If it does not, try making that screen the main display, or reload the page after moving the window.
To save battery and keep the tab you are using responsive. A tab you cannot see has no reason to draw 144 frames a second, so browsers slow its animation sharply or pause it altogether, and some do the same for minimised or fully covered windows. That is why this page stops measuring while the tab is hidden and starts again when you come back, rather than averaging across the pause.
Refresh rate is how many times a second the screen redraws, in hertz. Frame rate is how many new images a game, video, or page produces per second, in frames per second. A 144 Hz screen showing a 60 fps game still refreshes 144 times a second, repeating some frames. Response time is something else entirely: how quickly each pixel changes colour, in milliseconds, which shows as blur or ghosting behind moving objects. This page measures the first, as the browser delivers it, and does not measure response time or input lag.
Yes. Other tabs, background apps, the system itself, and even moving the mouse over a busy page occasionally cost a frame. A handful over ten seconds reads as A few dropped frames and is nothing to worry about. What matters is a count that keeps climbing, or regular drops you can see as stutter in the motion check, which usually point to a busy computer, screen recording, or an energy saver.
For practical purposes, yes. 59.94 Hz is a rate inherited from television standards, and many screens and graphics drivers use it, or something very close, when they offer 60 Hz. The same goes for 119.88 and 120, or 143.9 and 144. The page shows the measured value and the standard rate it is closest to, and counts anything within 1.5% as that rate.
No. Frame skipping happens inside the monitor: it receives every frame but silently drops some, which some panels do when overclocked past what they can handle. The browser never finds out, so no web page can see it. Detecting it needs a camera pointed at the screen with a slow shutter, photographing a pattern that moves one step per frame. This page sees only how often the browser delivers frames.
Yes. Open the page in the phone's browser and it measures the same way. Many phones refresh at 90, 120, or 144 Hz, but they also lower the rate aggressively to save battery, and some browsers, Safari on iPhone in particular, may cap page animation at 60 Hz even on a 120 Hz screen. Low Power Mode may slow it further. A reading below the phone's specification is usually one of those caps rather than the screen.
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