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FPS & Frame Calculator

Calculate the total number of frames in a video based on its frame rate and duration.

fps

Hours

Minutes

Seconds

Total Frames

1,800
Frames per Minute1,800
Frames per Hour108,000
Time per Frame33.33 ms

Frame rate is one of the most misunderstood numbers in video, wrapped in marketing claims and gaming folklore. Higher is not automatically better, film has looked cinematic at 24fps for a century, and the human eye does not have a simple 'maximum fps' that everything above is wasted on. What matters is matching the frame rate to the purpose: 24 for film's storytelling feel, 30 for broadcast and web, 60 for smooth gaming and sports, and higher still for slow-motion. This calculator handles the practical frame-rate math — converting durations to frame counts, working out slow-motion ratios, and untangling the units.

How the calculator works

Enter what you know — a duration and a frame rate, a number of frames, or a source and target rate — and the calculator works out the rest: how many frames a clip contains, how long a given frame count runs, or what slow-motion factor you get by shooting at one rate and playing at another. This is the arithmetic behind planning a shoot, editing to an exact frame, or figuring out how much slow-motion a high-frame-rate capture will give you.

The frame-rate relationships

Total frames = Duration (s) × Frame rate (fps) 10 s at 30 fps = 300 frames Slow motion = Capture fps ÷ Playback fps 120 fps captured, 24 fps playback = 5× slow Common rates: 24 film 30 broadcast 60 smooth/gaming 120/240 slow-motion capture

The slow-motion relationship is the one worth internalizing. Slow motion is not an effect added in editing — it is created by capturing more frames per second than you play back. Shoot at 120fps and play at 24fps, and every second of action stretches over five seconds of smooth footage, because you are showing five times as many frames as real time would. This is why 'slow-motion' cameras are really just high-frame-rate cameras; the slowness happens entirely at playback, and the capture rate sets the maximum smooth slowdown available.

What to know about frame rate

  • 1Match the frame rate to the content, not to 'higher is better'. 24fps gives film its storytelling look and is a deliberate aesthetic, not a limitation; 30fps suits broadcast and talking-head web video; 60fps serves fast motion, gaming, and sports where smoothness matters. A higher number is not automatically an improvement — 24fps footage played at 60 would look wrong for cinema.
  • 2Slow motion is captured, not added later. To get smooth slow motion you must shoot at a high frame rate in the first place; you cannot convincingly slow standard 30fps footage after the fact without it stuttering. Decide the slow-motion factor before the shoot — capturing at 120 or 240fps is what gives you 5× or 8× smooth slowdown at 24fps playback.
  • 3The 'human eye can't see past 30fps' claim is a myth. People readily perceive the difference between 30, 60, and 120fps, especially in fast motion, which is why high-refresh gaming monitors are noticeably smoother. There is no single frame-rate ceiling for human vision; perception of smoothness keeps improving well past the numbers old folklore quotes.
  • 4Frame rate and shutter speed together create motion blur. The cinematic look depends not just on 24fps but on a shutter speed roughly double the frame rate, which produces natural motion blur. Very high shutter speeds make each frame crisp and can make even 24fps look stuttery and video-like — the two settings work together to define the feel.
  • 5Match your frame rate to the delivery platform and source. Mixing rates — editing 60fps clips into a 24fps timeline, or delivering 30fps to a platform expecting 24 — causes judder. Shooting and editing at the rate your final destination uses, or at a clean multiple of it, keeps motion smooth and avoids conversion artifacts.

Frequently asked questions

What frame rate should I use?

It depends on the content and destination. Use 24fps for a cinematic, film-like feel; 30fps for broadcast, interviews, and standard web video; and 60fps for fast motion, gaming, and sports where smoothness matters. For slow motion, capture at 120 or 240fps and play back at 24 or 30. Higher is not automatically better — 24fps is a deliberate cinematic choice, not a limitation, and the right rate is the one that suits your content and where it will be shown.

How do I calculate slow motion?

Divide the capture frame rate by the playback frame rate. Footage shot at 120fps and played at 24fps runs 120 ÷ 24 = 5 times slower, stretching one second of action into five seconds of smooth footage. This is why slow motion must be captured at a high frame rate up front — you cannot create smooth slow motion from standard footage afterward, because the extra frames simply are not there to slow down.

Can the human eye really tell the difference above 30fps?

Yes, easily. The idea that human vision maxes out around 30fps is a persistent myth. People readily perceive the increased smoothness of 60fps over 30, and of 120fps over 60, particularly with fast motion — which is exactly why high-refresh-rate gaming monitors exist and are noticeably smoother. There is no hard frame-rate ceiling for perception; smoothness continues to improve well beyond the numbers old rules of thumb quote.

Why does 24fps look cinematic while 60fps looks like video?

Largely convention and motion blur. A century of film at 24fps has trained us to associate that frame rate and its natural motion blur with storytelling and cinema, while 60fps — smoother and sharper — reads as live broadcast, sports, or 'video'. The 24fps look also depends on a shutter speed about double the frame rate, which adds the motion blur our eyes expect from film. It is a learned aesthetic as much as a technical one.

How many frames are in my video?

Multiply the duration in seconds by the frame rate. A 10-second clip at 30fps contains 300 frames; the same clip at 24fps contains 240. This matters for frame-accurate editing, planning exports, and understanding file size, since more frames per second means more data. This calculator does the multiplication and the reverse — telling you how long a given number of frames runs at a chosen rate.