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  2. Active shutter 3D system - Wikipedia

    en.wikipedia.org/wiki/Active_shutter_3D_system

    LCD technology is not usually rated by frames per second but rather the time it takes to transition from one pixel color value to another pixel color value. Normally, a 120 Hz refresh is displayed for a full 1/120 second (8.33 milliseconds) due to sample-and-hold , regardless of how quickly an LCD can complete pixel transitions.

  3. 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.

  4. 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.

  5. Interlaced video - Wikipedia

    en.wikipedia.org/wiki/Interlaced_video

    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 ...

  6. 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.

  7. 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 ...

  8. What colors can cats see? Here's how your pet perceives the ...

    www.aol.com/entertainment/colors-cats-see-heres...

    From velvety purples to fiery reds, many people can see a spectrum of vivid colors via the human eye. Others, however, may have limited hue perception due to certain conditions.. Animals, on the ...

  9. 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."

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