A game running at 60 FPS produces about one frame every 16.67 ms on average. A 144 Hz monitor can refresh every 6.94 ms, but if the game only delivers 60 FPS, many refresh opportunities will not contain a new game frame.
Conversely, a game can render above the monitor’s refresh rate, which may still reduce input-to-render delay even though the display cannot show every complete frame.
Game state is sampled and rendered into frames. If an opponent becomes visible just after a frame was produced, the event must wait until a later frame to be represented.
Shorter render intervals reduce that waiting window.
An average of 200 FPS can hide stutters where individual frames take much longer. For responsiveness, stable frame pacing can matter as much as a high headline average.
Large frame-time spikes can delay the appearance of information and make input feel inconsistent.
The lowest-latency path depends on the game engine, rendering pipeline, synchronization settings and display. Technologies such as variable refresh rate alter how frames are presented.
That is why there is no universal formula that converts an FPS increase directly into a fixed millisecond improvement in human test results.
It can reduce the system delay before new visual information is rendered, but it does not directly accelerate your nervous system.
No. FPS is frame production by the application; Hz is display refresh frequency.
It can reduce the age of the frame available for presentation in some pipelines, but the monitor still refreshes at 60 Hz.