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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.
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. But this is rarely a problem, because the only part of an LCD monitor that could produce CRT-like flicker—its backlight—typically operates at around a minimum of 200 Hz.
60 fps typically, some gaming monitors can do up to 540 fps; internally, display refreshed at up to 540 fps [18] [19] 60 fps typically, some can do 120 fps; internally, display refreshed at e.g. 480 or 600 fps [20] 60 fps typically. Up to 480 fps. [21] Flicker: Perceptible on lower refresh rates (60 fps and below) [22]
In LCDs it is the number of times the image can be changed per second, expressed in hertz (Hz). 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 ...
Narrowing the field of view can be a technique used to improve performance, as it can allow you to have to render less objects through the common optimisation technique of viewing-frustum culling. Many PC games that are released after 2000 are ported from consoles, or developed for both console and PC platforms.
As a byproduct of the perceived increase in frame rate, motion interpolation may introduce a "video" (versus "film") look. This look is commonly referred to as the "soap opera effect" ( SOE ), in reference to the distinctive appearance of most broadcast television soap operas or pre-2000s multicam sitcoms , which were typically shot using less ...
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