Screen Tearing Threshold Calculator – Tears Per Second & FPS Cap

Screen Tearing Threshold Calculator

See exactly how the mismatch between your game frame rate and monitor refresh rate produces screen tearing. With VSync off, tear seams appear at the beat frequency of |fps − refresh| per second. This tool computes tears per second, the percentage of whole clean frames, a sync verdict for VRR / G-Sync / FreeSync, and the safe fps cap that keeps a tearless image.

🎯Real Display Presets

🖥Frame Rate and Refresh Inputs

Frames the GPU renders per second, VSync off.

How many times the panel redraws per second.

Determines whether tearing is possible at all.

Panel height in pixels, used to place the tear line.

Lowest refresh the adaptive sync window covers.

Highest refresh the panel and cable can drive.

Buffer under the VRR ceiling for a tear-free cap.

Controls how result cards display numbers.

Tear seams per second 0 beat frequency, VSync off
Clean whole frames 0% frames drawn without a seam
Sync verdict -- based on mode and VRR band
Recommended fps cap 0 to stay inside the tear-free zone

🔢Formula Snapshot

|f−r|tears per sec
1−d/mclean fraction
f = rtear-free match
max−hsafe fps cap

📊FPS vs 60 Hz Tear Rate

Frame RateRefreshTears / SecondClean FramesReads As
60 fps60 Hz0100%Perfect match
65 fps60 Hz592.3%Slow drift
72 fps60 Hz1283.3%Visible band
75 fps60 Hz1580.0%Noticeable
90 fps60 Hz3066.7%Fast tearing
100 fps60 Hz4060.0%Heavy tearing
120 fps60 Hz6050.0%Severe
144 fps60 Hz8441.7%Constant

📋FPS vs High Refresh Panels

Frame RateRefreshMismatchTears / SecondClean Frames
100 fps144 Hz44 Hz4469.4%
120 fps144 Hz24 Hz2483.3%
144 fps144 Hz0 Hz0100%
165 fps144 Hz21 Hz2187.3%
200 fps144 Hz56 Hz5672.0%
200 fps240 Hz40 Hz4083.3%
240 fps240 Hz0 Hz0100%
300 fps240 Hz60 Hz6080.0%

🗃Sync Mode Comparison Grid

Sync ModeTearingAdded LagStutter RiskBest FPS vs HzVerdict
VSync OffAlwaysNoneLowAnyFastest, tears
VSync OnNoneHighHighfps ≥ HzSmooth, laggy
Adaptive VSyncBelow HzMediumMediumfps ≥ HzTears when low
Fast SyncRareLowMediumfps ≫ HzNeeds big fps
G-Sync / FreeSyncNone in bandVery lowVery lowmin to maxBest all round
VRR + VSync capNoneVery lowVery lowcap under maxIdeal setup
VRR above maxReturnsNoneLowcapped onlyCap the fps
VRR below minLFC framesLowHighuse LFCRaise the fps

Refresh Rate to Frame Budget

RefreshFrame TimeScanout WindowMatch FPS Cap
60 Hz16.67 ms16.67 ms60 fps
75 Hz13.33 ms13.33 ms75 fps
120 Hz8.33 ms8.33 ms120 fps
144 Hz6.94 ms6.94 ms144 fps
165 Hz6.06 ms6.06 ms165 fps
240 Hz4.17 ms4.17 ms240 fps
360 Hz2.78 ms2.78 ms360 fps

Formula Breakdown

Tears/sec = |fps − refresh|With VSync off, a fresh frame is swapped in mid scanout every time the frame boundary crosses the display. That crossing rate equals the beat frequency between fps and refresh. At 90 fps on 60 Hz that is |90 − 60| = 30 tear events per second.
Clean fraction = 1 − d / mLet d = |fps − refresh| and m = max(fps, refresh). The share of whole, seam-free frames is 1 − d / m. At 90 fps on 60 Hz: 1 − 30 / 90 = 0.667, so about 66.7% of frames are clean.
Beat drift = |fps − refresh| HzThe tear line does not stay still; it scrolls up or down the screen at the beat frequency in Hz. A 30 Hz beat means the seam sweeps the panel 30 times a second, which the eye reads as a moving band.
Tear position = scanlines × phaseWhere the seam sits vertically depends on the timing phase inside the refresh. Multiplying the panel scanline count by that phase estimates the pixel row where the current tear falls.
VRR check: min ≤ fps ≤ maxInside the adaptive sync window the refresh follows the fps, so there is no mismatch and no tearing. Above max the mismatch and tearing return unless the fps is capped; below min the panel uses Low Framerate Compensation and stutter risk rises.
Safe cap = VRR max − headroomTo stay inside the tear-free band you cap frame rate a few fps below the panel maximum. With a 144 Hz ceiling and 3 fps headroom the recommended cap is 141 fps.

💡Tearing Control Tips

Match beats mismatch: Tearing scales directly with |fps − refresh|, so the cheapest fix on a fixed-refresh screen is an in-game or driver fps cap set equal to the refresh rate. At 60 fps on a 60 Hz panel the beat frequency is zero and every frame is a clean whole frame, no VSync lag required.
Cap just under the ceiling: On a G-Sync or FreeSync display, enable VRR plus VSync and cap frame rate about 3 fps below the panel maximum, for example 141 on a 144 Hz screen. That keeps you inside the adaptive band where refresh tracks fps, so you get zero tearing with near-zero added lag.

Screen Tearing Threshold Calculator eliminates guesswork when trying to identify visual glitches in PC games, because now it displays for you exactly how frequently your image will fracture depending on what connection exists between your monitor’s refresh rate and frame rate. A very subjective annoyance becomes an explicit number you can address. Most folks figure screen tearing is some sort of failing graphics card or just plain bad luck. Nope, its physics. Why? Because of timing.

Youve got your monitor drawing an image from top-to-bottom at a constant rate… Say, sixty times per second. Whenever your graphics card has a frame ready to go, it puts it up onscreen. But what if these rates doesn’t match? What if, for instance, your monitor is midway through drawing its current frame when the card suddenly replaces it with a fresh one? You’ll get a horizontal seam: Half your screen displays one moment’s worth, while the rest displays another. That’s a tear.

What Causes Screen Tearing

Plug your settings into the calculator and see just how many tears per second that mismatch create. This leads us into our core metric: beat frequency. When two waves collide, they create a new wave with a frequency equal to difference between the original two,” physics explains. And screen tearing? Same thing. At sixty hertz with ninety frames per second, what’s the difference? Thirty. That means thirty tear seams every second, and you’ll see them. This tool spits out absolute difference for you.

So doubling your frame rate to one hundred twenty on that monitor doubles the tearing, sixty seams a second. It happens twice as often. And it looks worse because it happens more frequent than before. But it’s not just the frequency that’s important (it’s the coverage). Even if there’s a lot of tearing, most of your frames will be completely clean. The calculator tells you what percentage of your frame are completely unseamed. On sixty hertz running at ninety fps, around two thirds of your frames will be perfect. Everything else is going to be torn.

Why does that matter? Because we’re sensitive to changes in motion when we watch things. Having a tear line slowly roll across your screen in a fast camera pan is much worse than having an entire still image go wrong. How quickly that tear line moves over your screen is called the beat frequency. The speed also change between a slow and a frantic flicker. That’s where variable refresh rate technologies such as FreeSync and G-Sync comes into play.

By adjusting their refresh rates in real time to align with what the graphics card is sending, those systems eliminate that issue entirely, provided your framerate remains within the panel’s supported limits. That’s what it measures: your input relative to those VRR bands. When it’s within range, the number of tears drops to zero. However, once you go outside the max, you are back to tearing. This happens because the monitor has no more room to extend itself to keep pace with your frame.

That’s the most useful part of all of this, the recommended fps cap. While many of us game with unlimited frame rates, doing so on a fixed refresh screen is to seek nothing but more tearing. If you’re running with VRR, the calculator recommends capping slightly lower than the max your panel can handle. Otherwise, it recommends setting your cap equal to the refresh rate. Either way, this little tweak removes the entire beat frequency completely. You lose a tiny bit of peak performance for a huge boost in visual stability. A few frames smoother here and there versus an image that never tears itself apart.

In the end, it’s all about clocks. The monitor you’re using ticks at one rate, while the graphics card ticks along at another. The calculator will get those two in sync. Whether you’re trying to make your single-player campaign look right, or you’re tweaking some driver setting in a competitive shooter, when you know what that number is, you don’t have to guess anymore. You can just see right where the seam is, then yank it back into place. And finally, the game looks the way it should of. The horizon remains whole again.

Screen Tearing Threshold Calculator – Tears Per Second & FPS Cap