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  2. Refresh rate - Wikipedia

    en.wikipedia.org/wiki/Refresh_rate

    The refresh rate, also known as vertical refresh rate or vertical scan rate in reference to terminology originating with the cathode-ray tubes (CRTs), is the number of times per second that a raster-based display device displays a new image.

  3. Flicker (screen) - Wikipedia

    en.wikipedia.org/wiki/Flicker_(screen)

    The exact refresh rate necessary to prevent the perception of flicker varies greatly based on the viewing environment. In a completely dark room, a sufficiently dim display can run as low as 30 Hz without visible flicker. [citation needed] At normal room and TV brightness this same display rate would produce flicker so severe as to be unwatchable.

  4. Comparison of CRT, LCD, plasma, and OLED displays - Wikipedia

    en.wikipedia.org/wiki/Comparison_of_CRT,_LCD...

    60 fps typically, some can do 120 fps; internally, display refreshed at e.g. 480 or 600 fps [20] 60 fps typically. Up to 480 fps. [21] Flicker: Perceptible on lower refresh rates (60 fps and below) [22] Depends; in 2013 most LCDs used PWM to dim the backlight [23] However, since then many flicker free LCD computer monitors were introduced. [24]

  5. Frame rate - Wikipedia

    en.wikipedia.org/wiki/Frame_rate

    In these contexts, frame rate may be used interchangeably with frame frequency and refresh rate, which are expressed in hertz. Additionally, in the context of computer graphics performance, FPS is the rate at which a system, particularly a GPU , is able to generate frames, and refresh rate is the frequency at which a display shows completed ...

  6. Flicker fusion threshold - Wikipedia

    en.wikipedia.org/wiki/Flicker_fusion_threshold

    Some systems could increase refresh rate to higher values such as 72, 75, 100, or 120 Hz to ease this problem, though even if the faster refresh is an integer multiple of the source material framerate to eliminate judder, without higher framerate source material this causes the perception of duplicate images. [7]

  7. Lag (video games) - Wikipedia

    en.wikipedia.org/wiki/Lag_(video_games)

    Generally a lag below 100 ms (10 hz or fps) is considered to be necessary for playability. The lowest ping physically possible for a connection between opposite points on Earth crossing half of the planet is 133 ms. Other causes of lag result commonly in a lag below a playable 20 ms (50 hz or fps), or in the loss, corruption or jitter of the game.

  8. Screen tearing - Wikipedia

    en.wikipedia.org/wiki/Screen_tearing

    That eliminates the stutter that occurs as the rendering engine frame rate drops below the display's refresh rate. [4] Alternatively, technologies like FreeSync [5] and G-Sync [6] reverse the concept and adapt the display's refresh rate to the content coming from the computer. Such technologies require specific support from both the video ...

  9. FreeSync - Wikipedia

    en.wikipedia.org/wiki/FreeSync

    LFC helps ensure that when the framerate of a game is running below the minimum supported refresh rate of a display, the frames are displayed multiple times so the framerate remains in the supported refresh rate of the display and smooth gameplay is maintained. [14] AMD FreeSync Premium Pro adds luminance and wide color gamut requirements. [5]