How it works
Frame rate measures how many frames are produced or presented per second. It is separate from a screen's refresh rate, which describes how often the screen updates. A game can generate frames faster than a display can show complete updates, or run slower than the display's available refresh rate. The CPU, graphics processor, software and settings all contribute; the lowest limiting resource depends on the particular scene.
An average FPS value can hide brief interruptions. Frame pacing describes whether successive frames arrive at regular intervals, and a game with occasional long frames may feel uneven despite a high average. Video playback also differs from interactive rendering: a film's encoded frame rate is not a direct measure of a computer's gaming ability. Network delay and input delay are additional problems that FPS alone does not describe.
Practical checks
Compare the same scene, resolution and graphics settings rather than unrelated benchmark numbers. Observe frame times alongside FPS and note whether stutters follow loading, background activity or demanding effects. Confirm the selected display refresh rate in the operating system. Change one relevant setting and repeat the test before deciding on an upgrade. A practical target is stable, suitable motion for the actual game and screen, rather than the highest isolated number.