Frame rate

The temporal sensitivity and resolution of human vision varies depending on the type and characteristics of visual stimulus, and it differs between individuals.[2] Modulated light (such as a computer display) is perceived as stable by the majority of participants in studies when the rate is higher than 50 Hz.Projectionists could also change the frame rate in the theater by adjusting a rheostat controlling the voltage powering the film-carrying mechanism in the projector.This allowed simple two-blade shutters to give a projected series of images at 48 per second, satisfying Edison's recommendation.Many modern 35 mm film projectors use three-blade shutters to give 72 images per second—each frame is flashed on screen three times.However, when a character is required to perform a quick movement, it is usually necessary to revert to animating "on ones", as "twos" are too slow to convey the motion adequately.A resolution of 1080i produces 59.94 or 50 1920×540 images, each squashed to half-height in the photographic process and stretched back to fill the screen on playback in a television set.[21] High frame rates make action scenes look less blurry, such as sprinting through the wilderness in an open world game, spinning rapidly to face an opponent in a first-person shooter, or keeping track of details during an intense fight in a multiplayer online battle arena.To mitigate the choppiness of poorly optimized games, players can set frame rate caps closer to their 99% percentile.A low frame rate causes aliasing, yields abrupt motion artifacts, and degrades the video quality.Pixel hallucination-based methods use deformable convolution to the center frame generator by replacing optical flows with offset vectors.
This animated cartoon of a galloping horse is displayed at 12 drawings per second, and the fast motion is on the edge of being objectionably jerky.
Low frame rate video
Video with 4 times increased frame rate
Giga-updates per secondBurstable billingfrequencyimagesframesvideo camerascomputer animationmotion captureMotion perceptionhuman visionvisual systemcomputer displayflicker fusion thresholdimage recognitionPersistence of visionsilent filmsrheostatprojectorThomas Edisonsound filmanimated cartoongalloping horseanimationSaturday morning cartoonsList of broadcast video formatsmains frequencydot crawlpulldowncomputer video gamesreal-timesixth generation of video game consolesopen worldfirst-person shootermultiplayer online battle arenaInput latencyscreen tearingjudderVariable refresh ratetemporal resolutionaliasingoptical flowimage warpingobject depthconvolutionblurryDelta timingFederal Standard 1037CFilm-outGlossary of video termsHigh frame rateList of motion picture film formatsMicro stutteringMIL-STD-188Movie projectorTime-lapse photographyVideo compressionSight & SoundLifewireEngadgetTechRadarPC WorldDigital TrendsGamesRadarWayback MachineVideo processingPost-processingDeblockingResizingComparisonDeinterlacingDenoisingDeflickingFilm colorizationtintingColor gradingFilm lookSuper-resolution imagingVideo mattingUncompressedPixel art scalingTelecineGraphics processing unitNvidiaGeForceQuadroRadeonRadeon ProInstinctMatroxInfiniteRealityNEC µPD72203dfx VoodooGlaze3DApple siliconJingjia MicroAdrenoPowerVRVideoCoreVivanteImageonIntel 2700GCompute kernelFabricationFinFETMOSFETGraphics pipelineGeometryVertexHDR renderingRasterisationShadingRay-tracingTessellationTiled renderingUnified shader modelBlitterGeometry processorInput–output memory management unitRender output unitShader unitStream processorTensor unitTexture mapping unitVideo display controllerVideo processing unitFramebufferHBM-PIMMemory bandwidthMemory controllerShared graphics memoryTexture memoryIP coreDiscrete graphicsClusteringSwitchingExternal graphicsIntegrated graphicsSystem on a chipClock rateDisplay resolutionFillratePixel/sTexel/sFLOP/sPerformance per wattTransistor countScrollingSpriteTextureGraphics libraryHardware accelerationImage processingCompressionParallel computingVector processorVideo codingData compressionLosslessEntropy typeAdaptive codingArithmeticAsymmetric numeral systemsGolombHuffmanAdaptiveCanonicalModifiedShannonShannon–FanoShannon–Fano–EliasTunstallUniversalExp-GolombFibonacciLevenshteinDictionary typeByte pair encodingLempel–ZivSnappyIncrementalGrammarRe-PairSequiturDeflateZstandardBrotliLHA/LZHTransform typeDiscrete cosine transformWaveletDaubechiesCompensationEstimationVectorPsychoacousticBit rateCompandingDynamic rangeLatencyNyquist–Shannon theoremSamplingSilence compressionSound qualitySpeech codingSub-band codingμ-lawPsychoacoustic modelChroma subsamplingCoding tree unitColor spaceCompression artifactImage resolutionMacroblockQuantizationStandard test imageTexture compressionChain codeFractalFrame typesInterlaceVideo qualityDeblocking filterLapped transformTheoryCompressed data structuresCompressed suffix arrayFM-indexEntropyInformation theoryTimelineKolmogorov complexityPrefix codeRate–distortionRedundancySymmetrySmallest grammar problemHutter PrizeMark Adler