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  2. Frame rate - Wikipedia

    en.wikipedia.org/wiki/Frame_rate

    To minimize the perceived flicker, projectors employed dual- and triple-blade shutters, so each frame was displayed two or three times, increasing the flicker rate to 48 or 72 hertz and reducing eye strain. Thomas Edison said that 46 frames per second was the minimum needed for the eye to perceive motion: "Anything less will strain the eye."

  3. High-motion - Wikipedia

    en.wikipedia.org/wiki/High-motion

    The human eye can perceive anywhere from 480 fps to 4000 fps, [dubious – discuss] [citation needed] and see it as looking completely realistic or immersive naturally. While 120 fps looks 'realistic', the stroboscopic look can still be seen, which also happens on 60 Hz monitors playing 60 fps video and sometimes excessive motion blur ...

  4. 3D rendering - Wikipedia

    en.wikipedia.org/wiki/3D_rendering

    The primary goal is to achieve an as high as possible degree of photorealism at an acceptable minimum rendering speed (usually 24 frames per second, as that is the minimum the human eye needs to see to successfully create the illusion of movement). In fact, exploitations can be applied in the way the eye 'perceives' the world, and as a result ...

  5. Active shutter 3D system - Wikipedia

    en.wikipedia.org/wiki/Active_shutter_3D_system

    The rate of alternation required to eliminate noticeable flicker depends on image brightness and other factors, but is typically well over 30 image pair cycles per second, the maximum possible with a 60 Hz display. A 120 Hz display, allowing 60 images per second per eye, is widely accepted as flicker-free.

  6. Refresh rate - Wikipedia

    en.wikipedia.org/wiki/Refresh_rate

    (see Broadcast television systems) Another difference between 50 Hz and 60 Hz standards is the way motion pictures (film sources as opposed to video camera sources) are transferred or presented. 35 mm film is typically shot at 24 frames per second (fps). For PAL 50 Hz this allows film sources to be easily transferred by accelerating the film by 4%.

  7. Flicker fusion threshold - Wikipedia

    en.wikipedia.org/wiki/Flicker_fusion_threshold

    Television typically originates at 50 or 60 frames or interlaced fields per second. The flicker fusion threshold does not prevent indirect detection of a high frame rate, such as the phantom array effect or wagon-wheel effect , as human-visible side effects of a finite frame rate were still seen on an experimental 480 Hz display.

  8. Talk:Frame rate - Wikipedia

    en.wikipedia.org/wiki/Talk:Frame_rate

    I have read that the average human eye can see 60 fps, and experienced PC users can see up to 120 fps. —Preceding unsigned comment added by Metallica10 (talk • contribs) 00:31, 25 January 2009 (UTC) "The human visual system does not see in terms of frames; it works with a continuous flow of light information."

  9. FPS - Wikipedia

    en.wikipedia.org/wiki/FPS

    8 See also. Toggle the table of contents ... Facepunch Studios, a British video game developer; ... Foot per second; Foot-pound-second system; Frames per second, the ...

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