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Vice Drip
Free tool · client-side only

Resmon Total & Frame Budget Calculator

This tool does not measure anything

It adds up idle and active millisecond numbers you already measured yourself with FiveM's resmon command, and shows what share of a 60fps frame budget those totals represent. It has no connection to your server, runs no benchmark, and invents no universal “good” or “bad” threshold — none exists that this site is willing to assert on your behalf.

Runs 100% client-side. Nothing you type is transmitted, logged, or stored.

Resource name, measured idle milliseconds, measured active milliseconds
ResourceIdle (ms)Active (ms)Remove row
Blank or negative values count as 0.

Totals — arithmetic on the numbers above, nothing measured

Total idle

0.000 ms

Total active

0.000 ms

Combined

0.000 ms

Rows counted

0

Share of a 60fps frame — idle

0.00%

Share of a 60fps frame — active

0.00%

Share of a 60fps frame — combined

0.00%

A 60fps frame lasts 1000 ÷ 60 ≈ 16.67ms. That line is arithmetic, not a benchmark — it says nothing about whether your server can hit 60fps. Your server's real frame time also includes every other resource running, the core game and network tick, and your hardware, none of which this page can see or account for.

For reference, Vice Drip's own engineering target for its own resources: idle ≤ 0.02ms and active < 0.1ms, per resource. That is our own design goal for our own resources — not an industry standard, and not a verdict on the numbers you entered above.

Don't have idle/active numbers yet? See how to test a FiveM script's performance for the measurement method.

Scope, stated plainly

What this calculates, and what it does not.

What it does

  • Adds the idle and active milliseconds you enter for each row into running totals.
  • Shows what share of a 16.67ms (60fps) frame those totals represent, as arithmetic.
  • States Vice Drip's own idle/active engineering target next to your numbers, clearly labeled as our target, not a verdict on yours.

What it does NOT do

  • Does not measure anything — it has no connection to your server and never runs resmon itself.
  • Does not know your player count, your other resources, or your hardware, all of which affect real frame time.
  • Does not declare your numbers good or bad against any industry threshold — none is published here.
How to use it

Four steps.

  1. 01

    Measure each resource yourself with resmon on a representative test server — see the guide linked below for the method.

  2. 02

    Enter each resource's name and its measured idle and active milliseconds as a row.

  3. 03

    Read the totals and the frame-budget share as they update — there is no separate calculate step.

  4. 04

    Compare against Vice Drip's own stated target only if useful context, never as a pass/fail line: no such line is published here.

Why this stays arithmetic-only

Every FiveM performance claim you can't reproduce is marketing.

Resmon numbers vary by player count, server hardware, concurrent load, and the exact build under test — a figure with no method attached is not comparable to anything, including our own. Vice Drip publishes an idle/active engineering target it holds its own resources to (see the Proof Center for the current status of that claim across the catalog), but a target is a goal, not a measurement, and it is not this site's place to tell a visitor whether their own numbers are acceptable for their own server. This calculator does the one thing it can do honestly: arithmetic on numbers you already have.

Questions, answered directly

Before you read anything into these numbers.

Does this tool run resmon or connect to my server?

No. It has no connection to any server, game client, or network at all. It only adds up the idle and active millisecond figures you type into the rows above — figures you must have already measured yourself in-game with FiveM's built-in resmon command.

Why isn't there a pass/fail result or a color-coded verdict?

Because no universal, industry-wide pass/fail threshold for resmon numbers is published anywhere credible, and manufacturing one here would be exactly the invented precision this calculator exists to avoid. The only reference point shown is Vice Drip's own engineering target for its own resources, and it is labeled as ours every time it appears — never as a standard your numbers are judged against.

What does 'share of a 60fps frame' actually mean?

A frame at 60 frames per second lasts 1000 ÷ 60 ≈ 16.67ms. Dividing your totals by that number is arithmetic, not a benchmark of your server. It shows what fraction of a single frame the resources you listed would need, in isolation — it cannot account for every other resource running, the core game and network tick, or your hardware, all of which also consume frame time.

Where do I get idle/active numbers to enter?

Run resmon in your FiveM server console (or the in-game F8 console on a dev server) and read the idle and active milliseconds it reports per resource. The measurement method, including how idle differs from active and common mistakes, is covered in how to test a FiveM script's performance.

How to test a FiveM script's performance →

Is what I type here sent anywhere?

No. The totals are computed by plain JavaScript running in your browser tab. There is no fetch call and nothing is logged, stored, or transmitted.

More

Measurement method: how to test a FiveM script's performance. Background: what resmon actually measures. Two more browser-only tools: the start order checker and the config & log redaction checker. Back to the tools hub.

This calculator performs arithmetic only: it does not run resmon, does not connect to any server, and does not measure anything. Vice Drip's own resmon figures read [measured-pending] across the catalog — the 0.02ms idle / 0.1ms active figures referenced above are our design target, not a measured result and not an industry standard.

Last verified: 2026-09-02