Turn raw frametime samples into jitter, spike, and percentile stability metrics: diagnose stutter that average FPS hides.
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What this tool helps you answer
What this tool helps you answer
This analyzer reveals frame pacing quality that average FPS alone cannot show. Paste a raw frametime log to get variance, percentile bands, spike count, and a 1% low proxy.
Standardize your settings before ranked sessions and tournaments.
Keep consistent aim behavior while switching between shooter titles.
Document and share reproducible sensitivity settings with teammates.
Input values
Results
Key Metrics
Warnings
Chart
Table
Assumptions
Use this result
Apply, compare, or dig deeper
The result above is the answer. The sections below help you understand it, compare it, or move to the next step.
How to read the results
Median frame time should be close to the theoretical interval for your target FPS (e.g., 8.3 ms at 120 FPS). Variance quantifies how much frame times deviate from that median: values below 2–4 ms² typically indicate smooth delivery, while values above 10 ms² are perceptible as stutters. The spike count shows how many frames exceeded the configured threshold above median. Even a small number of extreme spikes can disrupt aim and readability in competitive play, so watch both the count and the severity of the highest outliers.
Assumptions
Frametime values are treated as sequential capture samples.
Percentiles and stutter signals are deterministic for the same dataset.
Very short datasets can understate intermittent stutter behavior.
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Turn raw frametime samples into jitter, spike, and percentile stability metrics: diagnose stutter that average FPS hides.
This page combines the live tool, input guidance, worked examples, and operating limits so Frametime Variance Analyzer stays useful even before users interact with the calculator.
Reviewed by Klartext Tools against the current Frametime Variance Analyzer workflow on 2026-03-05.
Last updated:
Use with judgment
Assumptions
Frametime values are treated as sequential capture samples.
Percentiles and stutter signals are deterministic for the same dataset.
Very short datasets can understate intermittent stutter behavior.
Page scope
What this page covers
How to Analyze Frame Time Quality
Sample inputs and scenarios
How to read the results
Use Cases
Practical workflow
Why frametime variance matters more than average FPS
This analyzer reveals frame pacing quality that average FPS alone cannot show. Paste a raw frametime log to get variance, percentile bands, spike count, and a 1% low proxy.
Frametime samples
16.7 16.5 17.1 33.3
Input unit
ms
Spike threshold above median
5-400
Review the output with Frametime samples set to 16.7 16.5 17.1 33.3, then compare it with the method and limitations on this page before changing other inputs.
Frametime Variance Analyzer: adjust Input unit: ms
Change Input unit to ms while keeping the rest of the Frametime Variance Analyzer scenario stable.
Input unit
ms
If the result moves sharply after changing Input unit, treat the tool output as sensitive and validate the source input before acting.
More context
The result above is the answer. The sections below help you understand it, compare it, or move to the next step.
How to Analyze Frame Time Quality
Use this flow when your average FPS looks fine but gameplay still feels uneven, or when you want to compare two hardware configurations on equal terms.
Capture your frame time data
Use a capture tool such as CapFrameX, RTSS, or a game's built-in benchmark to record a representative gameplay segment. Export the raw frame time column in milliseconds or microseconds.
Paste and configure
Paste the raw frame time values into the input field and set the correct unit (ms or µs). Adjust the spike threshold if needed. 35% above the median is a reasonable default that filters minor jitter while flagging real stutter events.
Read the percentile results
Check median, P95, and P99 first. If P99 is more than twice your median, you have a significant stutter problem. Compare the 1% low proxy against your average FPS to measure the quality floor of your session.
Identify the source
High variance with low spike count points to systemic load variation: investigate CPU scheduling or GPU pipeline pressure. High spike count with moderate variance suggests discrete stall events such as shader compilation or thermal throttling.
Validate your fix
After changing a driver, setting, or hardware configuration, recapture under the same scenario and paste the new data. Compare variance and spike count directly, not just average FPS, to confirm the improvement.
This analyzer reveals frame pacing quality that average FPS alone cannot show. Paste a raw frametime log to get variance, percentile bands, spike count, and a 1% low proxy.
Sample inputs
Frametime samples
16.7 16.5 17.1 33.3
Input unit
ms
Spike threshold above median
5-400
Sample outcome: Review the output with Frametime samples set to 16.7 16.5 17.1 33.3, then compare it with the method and limitations on this page before changing other inputs.
Frametime Variance Analyzer: adjust Input unit: ms
Change Input unit to ms while keeping the rest of the Frametime Variance Analyzer scenario stable.
Sample inputs
Input unit
ms
Sample outcome: If the result moves sharply after changing Input unit, treat the tool output as sensitive and validate the source input before acting.
Why frametime variance matters more than average FPS
Average FPS is a marketing number. What actually determines whether a game feels smooth or stuttery is frame time consistency: specifically, how much variation exists in how long each frame takes to render. A game running at 60 average FPS with high frame time variance will feel visibly worse than one at 55 FPS with tight, consistent delivery. This analyzer takes a raw frame time log and maps it to the metrics that capture subjective smoothness: 1% and 0.1% percentile frame times, spike count, variance, and the distribution shape that distinguishes hardware-limited performance from driver instability or thermal throttling. Frame pacing problems fall into two categories. Systemic variance occurs when every frame takes slightly different amounts of time due to background load, CPU contention, or GPU pipeline bubbles. This shows up as a wide variance number and inflated percentiles relative to the median. Spike events are isolated frames that take dramatically longer than the rest: often caused by shader compilation stalls, garbage collection, or temperature-triggered clock reduction. Spike count and the configurable threshold let you separate these two phenomena so you can prioritize the right fix. The 1% low proxy in this tool is approximated from high frametime percentiles and converted to FPS for comparability with standard benchmark reporting. Use it alongside median FPS to judge the floor of your experience, not just the ceiling. A session where median FPS looks solid but 1% lows are 30% below average is still a stutter-prone session.
What this tool does
Paste raw frame time samples from a benchmark, capture tool, or manual log to analyze pacing quality beyond average FPS. The tool computes median, percentile bands, variance, and spike count from your data. Use it when average FPS looks acceptable but gameplay still feels rough or inconsistent. Frame time analysis is particularly useful after driver updates, overclocking changes, or when comparing two hardware configurations side by side.
Calculation model
The tool parses all numeric tokens in the input, ignores non-numeric entries, and optionally trims extreme outliers from both tails before computing statistics. Variance and standard deviation are calculated from the trimmed dataset. Percentile bands (P95, P99, P99.9) show the frame time value at each threshold: lower is better. The 1% low proxy is derived by identifying the 99th percentile frame time and converting it to an equivalent FPS value for cross-benchmark comparability.
Result interpretation
Median frame time should be close to the theoretical interval for your target FPS (e.g., 8.3 ms at 120 FPS). Variance quantifies how much frame times deviate from that median: values below 2–4 ms² typically indicate smooth delivery, while values above 10 ms² are perceptible as stutters. The spike count shows how many frames exceeded the configured threshold above median. Even a small number of extreme spikes can disrupt aim and readability in competitive play, so watch both the count and the severity of the highest outliers.
Limits and validation
This tool is only as accurate as the data you provide. Captures shorter than 5 seconds may not include representative low-frequency stutter events. Samples taken during cutscenes, loading transitions, or benchmark intros will not reflect in-game pacing. For best results, capture during active gameplay in a scene that exercises your typical load: open-world traversal, team fights, or aim-training arenas as appropriate. Recapture under the same scenario after any change to ensure the comparison is fair.
Use Cases
Standardize your settings before ranked sessions and tournaments.
Keep consistent aim behavior while switching between shooter titles.
Document and share reproducible sensitivity settings with teammates.
Continue with guides, comparisons, and nearby tools
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Reviewed by Klartext Tools
Reviewed with the Klartext Tools editorial process for practical browser-based workflows.
Assumptions and limitations are stated directly on the page before the decision-support sections.
Worked examples and FAQs are included so the result can be checked against a second scenario.
Frequently Asked Questions
Why not rely only on average FPS?
Average FPS hides frame pacing instability. A session at 120 average FPS with high variance can feel worse than a stable 80 FPS. Frametime variance and percentile metrics expose stutter that the average completely conceals.
What is the 1% low proxy in this tool?
It is approximated from the 99th percentile frame time and converted to FPS. This gives a comparable floor metric to the 1% lows reported by tools like CapFrameX or MSI Afterburner, though it is an estimate rather than a precise match.
How many samples should I provide?
At least 50 samples is the minimum for stable percentile analysis. 100–200 samples from a representative gameplay segment give much better confidence, particularly for P99 and spike count where small sample sizes cause high statistical noise.
Are non-numeric tokens allowed?
Yes. Non-numeric tokens are skipped and counted so you can see how many entries in your data were invalid. A high non-numeric count may indicate a formatting issue with your export.
How should I use spike count?
Use it as a consistency signal alongside variance. Low variance but moderate spike count suggests occasional isolated stall events rather than systemic pacing problems: the two require different fixes.
What does Frametime Variance Analyzer calculate compared with a basic frametime variance analyzer online?
Frametime Variance Analyzer focuses on turn raw frametime samples into jitter, spike, and percentile stability metrics: diagnose stutter that average FPS hides. It is built for free gaming tools & calculators workflows and returns reproducible results for the same inputs.
Which inputs affect frametime variance analyzer results the most?
Start with Frametime samples, Input unit, Spike threshold above median. Small changes in those fields usually drive the biggest output shift, so compare at least two scenarios before deciding.
Is frametime variance analyzer free useful for quick scenario planning?
Yes. Frametime Variance Analyzer is designed for fast what-if analysis, letting you test assumptions and compare outcomes directly in your browser session.
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