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  2. Frame rate - Wikipedia

    en.wikipedia.org/wiki/Frame_rate

    Frame rate, most commonly expressed in frame/s, 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.

  3. Flicker fusion threshold - Wikipedia

    en.wikipedia.org/wiki/Flicker_fusion_threshold

    One can prolong the dark periods and thus darken the image; therefore the effective and average brightness are equal. This is known as the Talbot-Plateau law. [2] Like all psychophysical thresholds, the flicker fusion threshold is a statistical rather than an absolute quantity. There is a range of frequencies within which flicker sometimes will ...

  4. High-dynamic-range rendering - Wikipedia

    en.wikipedia.org/wiki/High-dynamic-range_rendering

    The human eye can perceive scenes with a very high dynamic contrast ratio, around 1,000,000:1. Adaptation is achieved in part through adjustments of the iris and slow chemical changes, which take some time (e.g. the delay in being able to see when switching from bright lighting to pitch darkness). At any given time, the eye's static range is ...

  5. Motion interpolation - Wikipedia

    en.wikipedia.org/wiki/Motion_interpolation

    The TV is natively only capable of displaying 120 frames per second, and basic motion interpolation which inserts between 1 and 4 new frames between existing ones. Typically the only difference from a "120 Hz" TV in this case is the addition of a strobing backlight , which flickers on and off at 240 Hz, once after every 120 Hz frame.

  6. Bloom (shader effect) - Wikipedia

    en.wikipedia.org/wiki/Bloom_(shader_effect)

    The effect produces fringes (or feathers) of light extending from the borders of bright areas in an image, contributing to the illusion of an extremely bright light overwhelming the camera or eye capturing the scene. It became widely used in video games after an article on the technique was published by the authors of Tron 2.0 in 2004. [1]

  7. Active shutter 3D system - Wikipedia

    en.wikipedia.org/wiki/Active_shutter_3D_system

    Crosstalk is the leakage of frames between left eye and right eye. [7] LCDs have exhibited this problem more often than plasma and DLP displays, due to slower pixel response time. LCDs that utilize a strobe backlight, [8] such as nVidia's LightBoost, [9] reduce crosstalk. This is done by turning off the backlight between refreshes, while ...

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

    www.aol.com/lifestyle/best-gaming-glasses-reduce...

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  9. Refresh rate - Wikipedia

    en.wikipedia.org/wiki/Refresh_rate

    In a CRT, the vertical scan rate is the number of times per second that the electron beam returns to the upper left corner of the screen to begin drawing a new frame. [3] It is controlled by the vertical blanking signal generated by the video controller , and is partially limited by the monitor's maximum horizontal scan rate .

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