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Frame rate, most commonly expressed in frames per second or FPS, is typically the frequency (rate) at which consecutive images are captured or displayed. This definition applies to film and video cameras , computer animation , and motion capture systems.
60 fps typically, some gaming monitors can do up to 540 fps; internally, display refreshed at up to 540 fps [23] [24] 60 fps typically, some can do 120 fps; internally, display refreshed at e.g. 480 or 600 fps [25] 60 fps typically. Up to 480 fps. [26] Flicker: Perceptible on lower refresh rates (60 fps and below) [27]
On larger CRT monitors (17 in or 43 cm or larger), most people experience mild discomfort unless the refresh is set to 72 Hz or higher. A rate of 100 Hz is comfortable at almost any size. However, this does not apply to LCD monitors. The closest equivalent to a refresh rate on an LCD monitor is its frame rate, which is often locked at 60 fps ...
Determines the maximum number of frames per second (FPS) a monitor is capable of showing. Maximum refresh rate is limited by response time. Response time is the time a pixel in a monitor takes to change between two shades. The particular shades depend on the test procedure, which differs between manufacturers.
Too much latency causes the monitor to overtake the software on occasion, leading to rendering artifacts, tearing, etc. Demo software on classic systems such as the Commodore 64 and ZX Spectrum frequently exploited those techniques because of the predictable nature of their respective video systems to achieve effects that might otherwise be ...
When the overall interlaced framerate is 60 frames per second, a pixel (or more critically for e.g. windowing systems or underlined text, a horizontal line) that spans only one scanline in height is visible for the 1/60 of a second that would be expected of a 60 Hz progressive display - but is then followed by 1/60 of a second of darkness ...
On displays with a fixed refresh rate, a frame can only be shown on the screen at specific intervals, evenly spaced apart. If a new frame is not ready when that interval arrives, then the old frame is held on screen until the next interval (stutter) or a mixture of the old frame and the completed part of the new frame is shown ().
Display lag contributes to the overall latency in the interface chain of the user's inputs (mouse, keyboard, etc.) to the graphics card to the monitor. Depending on the monitor, display lag times between 10-68 ms have been measured. However, the effects of the delay on the user depend on each user's own sensitivity to it.