The two frame-cap rules differ by 3 fps at 144 Hz, but by 540 Hz the listed caps differ by 67 fps—not 72. One rule subtracts a fixed 3 fps from refresh rate; the other leaves a fixed 0.278 ms frametime margin. They behave differently as refresh rate rises, and neither is a universal best cap.
What the two frame-cap rules actually do
A display running at its maximum refresh rate has one refresh interval per frame. At 144 Hz, that interval is about 6.944 ms; at 540 Hz, it is about 1.852 ms. The two rules set a cap below that ceiling in different ways.
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Fixed 3 fps subtraction
This rule subtracts three frames per second from the display’s maximum refresh rate: a 144 Hz display gets a 141 fps cap, while a 540 Hz display gets 537 fps. The fps gap from refresh stays at three, but the time cushion shrinks as refresh rate rises. The calculator reports a 0.148 ms clearance at 144 Hz and just 0.010 ms at 540 Hz. Smart Calculators’ FPS Cap Calculator provides these settings and calculations.
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Fixed 0.278 ms frametime margin
This rule holds a time margin constant rather than an fps offset. The calculator’s figures are 138 fps at 144 Hz and 470 fps at 540 Hz, each leaving about 0.278 ms below one refresh interval. The page attributes the formula’s context to a Blur Busters moderator’s explanation of Reflex; NVIDIA does not publish this formula, according to the calculator.
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Why the stated 72 fps comparison is incorrect
At 144 Hz, the calculator’s two caps are 141 and 138 fps, a difference of 3 fps. At 540 Hz, its caps are 537 and 470 fps, a difference of 67 fps. The 70 fps figure sometimes associated with the 540 Hz example is the distance from the refresh ceiling to the 470 fps cap: 540 − 470 = 70. It is not the difference between the two rules. The calculator’s listed values therefore do not support a 72 fps gap.
| Refresh rate | Fixed 3 fps subtraction | Fixed 0.278 ms margin | Gap between caps |
|---|---|---|---|
| 144 Hz | 141 fps | 138 fps | 3 fps |
| 540 Hz | 537 fps | 470 fps | 67 fps |
These are calculator settings and derived arithmetic, not independent performance measurements or proof that either cap gives better latency or smoothness in every setup.
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Which rule makes sense for a VRR display?
Variable refresh rate (VRR) lets a compatible display adjust its refresh timing to match the game’s frame output within a supported range. NVIDIA recommends setting its Max Frame Rate slightly below the display’s maximum refresh rate to stay within that range, but does not prescribe a universal three-fps offset. Its guidance presents capping as one possible way to manage VRR behavior, system latency, and power. NVIDIA’s Max Frame Rate guidance explains the setting.
Do these 3 things before closing this tab:
1Repair Windows errors before they cause bigger problems2Fix the driver behind crashes, sound loss and screen glitches3Clear out junk files and repair common Windows errors- A fixed fps subtraction is simple, but its time clearance becomes very small at high refresh rates.
- A fixed time margin preserves the same nominal frametime clearance, but the corresponding fps cap changes with the display’s refresh rate.
- The useful choice depends on the display’s VRR range and the game, driver, frame limiter, and sync settings. The figures here do not establish a universally superior rule.
How V-SYNC and Reflex can change the cap
A manual cap is not the only mechanism that can keep frame output below the refresh ceiling. NVIDIA says G-SYNC users who enable V-SYNC with Reflex or Ultra Low Latency Mode can receive an automatic cap below refresh. Its guide notes that this can produce slightly higher latency than uncapped frame rates with Reflex enabled. The behavior is tied to those settings; it is not a promise that any cap lowers latency. NVIDIA’s system-latency guide also describes fullscreen and MS Hybrid laptop caveats.
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If a game, driver, and external limiter can all impose caps, check which limit is active before adding another. A lower cap may reduce how often the game reaches the ceiling, but the sources cited here do not establish a best limiter or setting for every combination.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.Do not confuse the VRR ceiling with LFC below the floor
Keeping a game below a display’s maximum refresh rate is a ceiling-management question. Low Framerate Compensation (LFC) addresses the other end of the VRR range: when a game falls below the display’s minimum supported refresh rate, the display system can duplicate frames so the refresh rate remains in range. AMD’s example doubles a 40 fps game rate to 80 Hz on a 60–144 Hz display. That is separate from choosing a cap below maximum refresh. AMD’s FreeSync overview describes LFC.
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