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  2. Refresh rate - Wikipedia

    en.wikipedia.org/wiki/Refresh_rate

    The refresh rate, also known as ... the refresh rate affects only how often the image can ... A display device producing a fixed 60 fps rate cannot display a 24 fps ...

  3. 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 ...

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

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

    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] Does not normally occur due to a high refresh rate higher than FPS [25] Does not normally occur at 100% brightness level.

  5. Flicker (screen) - Wikipedia

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

    Use of refresh rates above 120 Hz is uncommon, as they provide little noticeable flicker reduction and limit available resolution. Flatscreen plasma displays have a similar effect. The plasma pixels fade in brightness between refreshes. In LCD screens, the LCD itself does not flicker, it preserves its opacity unchanged until updated for the ...

  6. 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]

  7. Delta timing - Wikipedia

    en.wikipedia.org/wiki/Delta_timing

    For example, if a frame rate dependent game runs at 300 frames per second (fps) on a computer with a refresh rate of 120 hertz (Hz), then it would run at 150 fps on a computer with a refresh rate of 60 Hz. A standard delta-time expression can create pause screens and intentional slow-motion effects in frame rate-dependent games.

  8. 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]

  9. Interlaced video - Wikipedia

    en.wikipedia.org/wiki/Interlaced_video

    In the days of CRT displays, the afterglow of the display's phosphor aided this effect. Interlacing provides full vertical detail with the same bandwidth that would be required for a full progressive scan, but with twice the perceived frame rate and refresh rate. To prevent flicker, all analog broadcast television systems used interlacing.