Suppose a display is set to 144 Hz, a game reports 90 FPS and a browser test reads close to 60 FPS. Those three numbers can coexist. They describe the display mode, the game’s rendering and this page’s animation timing.

Number What it describes How to check it
Browser FPS The rate of animation callbacks observed by this page. Run the browser test in a visible tab.
Game FPS The frame rate reported for a particular game or application. Use the game’s counter or an appropriate application measurement tool.
Refresh rate, Hz How often the display refreshes in its active mode; some setups vary this rate. Check the selected display’s system settings and model documentation.
Pixel response, often GtG How pixels transition between levels. Use a documented panel test with suitable measurement equipment.
Input delay Delay along a defined input-to-response path. Use a test that states its measured path and equipment.

How refresh rate and game FPS work together

The display’s 144 Hz setting controls its refresh mode. The game’s frame rate depends on its workload, graphics settings and rendering. To check the game, use its own FPS counter or an application measurement tool. Tools such as NVIDIA FrameView measure application performance through a different workflow.

The browser test measures this page’s animation timing during a sample. Use it to compare browser conditions. For a graphics card’s game performance, look for a benchmark of that game and its settings.

Milliseconds can mean very different things

At a perfectly regular 60 FPS, the interval between frames is 1000 ÷ 60 ≈ 16.67 ms. At 144 FPS, it is about 6.94 ms. These are cadence conversions. Pixel transition time is a separate measurement.

GtG describes a pixel transition. MPRT describes how long an image remains visible; it is not interchangeable with GtG. BenQ’s explanation of GtG and MPRT makes that distinction. An advertised “1 ms” needs its test definition before it can be compared with another number.

Input delay is separate again. A page timing the interval between a click handler and a later animation callback does not capture the whole journey from your physical input to light leaving the panel. RTINGS documents its input-lag measurement method and why the measured path matters.

Match the test to the question