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  2. Frame rate - Wikipedia

    en.wikipedia.org/wiki/Frame_rate

    Frame time is related to frame rate, but it measures the time between frames. A game could maintain an average of 60 frames per second but appear choppy because of a poor frame time. Game reviews sometimes average the worst 1% of frame rates, reported as the 99th percentile, to measure how choppy the game appears.

  3. 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.

  4. High-motion - Wikipedia

    en.wikipedia.org/wiki/High-motion

    In the early 20th century when 35mm movie film was developed, producers found that 18–24 frames per second was adequate for portraying motion in a movie theater environment. Flicker was still a problem at these rates, but projectors solved this by projecting each frame twice, thus creating a refresh rate of 36–48 Hz without using excessive ...

  5. Interlaced video - Wikipedia

    en.wikipedia.org/wiki/Interlaced_video

    The two sets of 25 fields work together to create a full frame every 1/25 of a second (or 25 frames per second), but with interlacing create a new half frame every 1/50 of a second (or 50 fields per second). [3] To display interlaced video on progressive scan displays, playback applies deinterlacing to the video signal (which adds input lag).

  6. 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."

  7. 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%.

  8. The Best Gaming Glasses Block Blue Light to Keep You in the Game

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  9. Delta timing - Wikipedia

    en.wikipedia.org/wiki/Delta_timing

    Delta time or delta timing is a concept used amongst programmers in relation to hardware and network responsiveness. [1] In graphics programming, the term is usually used for variably updating scenery based on the elapsed time since the game last updated, [2] (i.e. the previous "frame") which will vary depending on the speed of the computer, and how much work needs to be done in the program at ...