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Encyclopedia > Frame rate

Frame rate, or frame frequency, is the measurement of the frequency (rate) at which an imaging device produces unique consecutive images called frames. The term applies equally well to computer graphics, video cameras, film cameras, and motion capture systems. Frame rate is most often expressed in frames per second (fps), or simply hertz (Hz). FreQuency is a music video game developed by Harmonix and published by SCEI. It was released in November 2001. ... It has been suggested that video frame be merged into this article or section. ... Computer graphics is a sub-field of computer science and is concerned with digitally synthesizing and manipulating visual content. ... A video camera is a camera used for electronic motion picture acquisition, initially developed by the television industry but now common in other applications as well. ... Film is a term that encompasses individual motion pictures, the field of film as an art form, and the motion picture industry. ... Motion capture, or mocap, is a technique of digitally recording the movements of real things — usually humans — it originally developed as an analysis tool in biomechanics research, but has grown increasingly important as a source of motion data for computer animation. ... Look up second in Wiktionary, the free dictionary. ... The hertz (symbol: Hz) is the SI unit of frequency. ...

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Flicker fusion frequency

The frame rate is related to but not identical to a physiological concept called the flicker fusion threshold or flicker fusion rate. Light that is pulsating below this rate is perceived by humans as flickering; light that is pulsating above this rate is perceived by humans as being continuous. The exact rate varies depending upon the person, their level of fatigue, the brightness of the light source, and the area of the retina that is being used to observe the light source. Few people perceive flicker above 75 hertz for CRT monitors. This article or section does not cite any references or sources. ... The flicker fusion threshold (or flicker fusion rate) is a concept in the psychophysics of vision. ... The hertz (symbol: Hz) is the SI unit of frequency. ...


These rates would be impractical for the actual frame rate of most film mechanisms so the shutter in the projection devices is actually arranged to interrupt the light two or three times for every film frame. In this fashion, the common frame rate of 24 fps (frames per second) produces 48 or 72 pulses of light per second, the latter rate being above the flicker fusion rate for most people most of the time. In photography, a shutter is a device that administers the exposure by admitting light to the film for a specific period of time. ...


Video systems frequently use a more complex approach referred to as interlaced video. Broadcast television systems such as NTSC, PAL, and SECAM produce an image using two passes called fields. Each field contains half of the lines in a complete frame (the odd-numbered lines or the even-numbered lines). Thus, while only using the bandwidth of 25 or 30 complete frames per second, they achieve a flicker fusion frequency of 50 or 60 Hz, at the expense of some vertical judder and additional system complexity. The "frame rate" of interlaced systems is usually defined as the number of complete frames (pairs of fields) transmitted each second (25 or 30 in most broadcast systems). However, since a conventional television camera will scan the scene again for each field, in many circumstances it may be useful to think of the frame rate as being equal to the field rate. For the method of incrementally displaying raster graphics, see Interlace (bitmaps). ... Broadcasting is the distribution of audio and/or video signals which transmit programs to an audience. ... The references in this article would be clearer with a different and/or consistent style of citation, footnoting or external linking. ... Television encoding systems by nation. ... SECAM, also written SÉCAM (Séquentiel couleur à mémoire, French for Sequential Color with Memory), is an analog color television system first used in France. ... Telecine (IPA pronunciation: . Phonetic: tel-e-Sin-ee; tel-e-Sin-a as cine is the same root as in cinema; also tele-seen.) is the process of transferring motion picture film into electronic form, or the machine used in this process. ...


In contrast to televisions, computer monitors generally use progressive scan, and therefore internet video formats generally do also. The "P" versions of HDTV (i.e., 720p or 1080p) also support progressive scan, as do modern DVD players. Progressive scan Progressive or noninterlaced scanning is any method for displaying, storing or transmitting moving images in which the lines of each frame are drawn in sequence. ... High-definition television (HDTV) means broadcast of television signals with a higher resolution than traditional formats (NTSC, SECAM, PAL) allow. ... DVD (Digital Versatile Disc or Digital Video Disc) is an optical disc storage media format that can be used for data storage, including movies with high video and sound quality. ...


References

Federal Standard 1037C, entitled Telecommunications: Glossary of Telecommunication Terms is a United States Federal Standard, issued by the General Services Administration pursuant to the Federal Property and Administrative Services Act of 1949, as amended. ... MIL-STD-188 is a series of U.S. military standards relating to telecommunications. ...

Frame rates in film and television

There are three main frame rate standards in the TV and movie-making business. For other uses, see Television (disambiguation). ... Film is a term that encompasses individual motion pictures, the field of film as an art form, and the motion picture industry. ...

  • 60i (interlaced; 59.94 to be more precise; 50i= 50 frames in Europe and Australia) is the standard video field rate per second (60 interlaced fields = 29.97 frames) that has been used for television for decades, whether from a broadcast signal, rented DVD, or home camcorder.
  • 30p, or 30-frame progressive, is a noninterlaced format and produces video at 30 frames per second. Progressive (noninterlaced) scanning mimics a film camera's frame-by-frame image capture and gives clarity for high speed subjects and a cinematic-like appearance. Shooting in 30p mode offers video with no interlace artifacts. This frame rate originated in the 1980s in the music video industry.[citation needed]
  • The 24p frame rate is also a noninterlaced format, and is now widely adopted by those planning on transferring a video signal to film. But film- and video-makers turn to 24p for the "cine"-look even if their productions are not going to be transferred to film, simply because of the "look" of the frame rate.

35 mm movie cameras use a standard exposure rate of 24 frames per second. Interlacing is a method of displaying images on a raster-scanned display device, such as a cathode ray tube (CRT). ... A music video is a short film or video that accompanies a complete piece of music, most commonly a song. ... Interlacing is a method of displaying images on a raster-scanned display device, such as a cathode ray tube (CRT). ... Video (Latin for I see, first person singular present, indicative of videre, to see) is the technology of electronically capturing, recording, processing, storing, transmitting, and reconstructing a sequence of still images representing scenes in motion. ... Film is a term that encompasses individual motion pictures, the field of film as an art form, and the motion picture industry. ...

  • 25p is a video format which runs twenty-five progressive (hence the "P") frames per second. This framerate is derived from the PAL television standard of 50i (or 50 interlaced frames per second). While 25p captures only half the motion that normal 50i PAL registers, it typically yields a higher image quality because it is progressive-scan. It is also better suited to progressive-scan output (e.g. on LCD displays, computer monitors and projectors) because the interlacing is absent.

Progressive scan Progressive or noninterlaced scanning is any method for displaying, storing or transmitting moving images in which the lines of each frame are drawn in sequence. ... Television encoding systems by nation. ... For the method of incrementally displaying raster graphics, see Interlace (bitmaps). ...

Computer science

Frame rate is also a term used in real-time computer systems. In a fashion somewhat analogous to the moving-picture definition presented above, a real-time frame is the time it takes to complete a full round of the system's processing tasks. If the frame rate of a real-time system is 60 hertz, the system reevaluates all necessary inputs and updates the necessary outputs 60 times per second under all circumstances. Realtime redirects here. ... The hertz (symbol: Hz) is the SI unit of frequency. ...


The designed frame rates of real-time systems vary depending on the equipment. For a real-time system that is steering an oil tanker, a frame rate of 1 Hz may be sufficient, while a rate of even 100 Hz may not be adequate for steering a guided missile. The designer must choose a frame rate appropriate to the application's requirements. A tanker is usually a vehicle carrying large amounts of liquid fuel. ... A guided missile is a military rocket that can be directed in flight to change its flight path. ...


Frame rates in video games

Frame rates are considered important in video games. The frame rate can make the difference between a game that is playable and one that is not. The first 3D first-person adventure game for a personal computer, 3D Monster Maze, had a frame rate of approximately 6 fps, and was still a success, being playable and addictive. In modern action-oriented games where players must visually track animated objects and react quickly, frame rates of approximately 50 to 60 fps are considered minimally acceptable, though this can vary significantly from game to game. 3D Monster Maze is a computer game developed by Malcolm Evans in 1981 for the Sinclair ZX81 platform with the 16KB memory expansion. ...


A culture of competition has arisen among game enthusiasts with regards to frame rates, with players striving to obtain the highest fps count possible. Indeed, many benchmarks released by the marketing departments of hardware manufacturers and published in hardware reviews focus on the fps measurement. Modern video cards, often featuring NVIDIA or ATI chipsets, can perform at over 160 fps on intensive games such as F.E.A.R. One single GeForce 8800 GTX has been reported to play F.E.A.R. at up to 386 fps (at a low resolution).[citation needed] This does not apply to all games: some games apply a limit on the frame rate. For example, in the Grand Theft Auto series, Grand Theft Auto III and Grand Theft Auto: Vice City have a standard 30 fps (Grand Theft Auto: San Andreas runs at 25 fps) and this limit can only be removed at the cost of graphical and gameplay stability. It is also doubtful whether striving for such high frame rates is worthwhile. An average 17" monitor can reach 85 Hz, meaning that any performance reached by the game over 85 fps is discarded. For that reason it is not uncommon to limit the frame rate to the refresh rate of the monitor in a process called vertical synchronization. However, many players feel that not synchronizing every frame produces better in-game performance, at the cost of some "tearing" of the images. NVIDIA Corporation (NASDAQ: NVDA) (pronounced ) is an American corporation specializing in the manufacture of GPU technologies for video cards, graphics cards, workstations, desktop computers, handhelds and more. ... The current version of the article or section is written like a magazine article instead of the formal tone expected of an encyclopedia. ... F.E.A.R. (First Encounter Assault Recon) is a horror themed first-person shooter computer game developed by Monolith Productions and published by Vivendi Universal. ... F.E.A.R. (First Encounter Assault Recon) is a horror themed first-person shooter computer game developed by Monolith Productions and published by Vivendi Universal. ... Grand Theft Auto (GTA) is a video game series created and primarily developed by Scottish developer Rockstar North (formerly DMA Design), published by Rockstar Games and debuted in 1998. ... Grand Theft Auto III (sometimes abbreviated as GTA III or GTA3) is an action computer and video game developed by DMA Design (now Rockstar North), published by Rockstar Games in October 2001 for the PlayStation 2 video game console, May 2002 for Windows-based personal computers, and in November 2003... Grand Theft Auto: Vice City (released in October 2002) is the fourth video game in the hit Grand Theft Auto series. ... Grand Theft Auto: San Andreas is the fifth video game in the Grand Theft Auto series. ... Vertical synchronization (v-sync) refers generally to the synchronization of an event with the vertical blanking interval. ... Page tearing is a phenomenon in computer and video games where a previously rendered frame overlaps a newly rendered frame, creating a torn look as two parts of an object - a wall, for example - dont line up. ...


It should also be noted that there is a rather large controversy over what is known as the "feel" of the game frame rate. It is argued that games with extremely high frame rates "feel" better and smoother than those that are just getting by. This is especially true in games such as a first-person shooter. There is often a noticeable choppiness perceived in most computer rendered video, despite it being above the flicker fusion frequency. Maze War, one of the two candidates for the first FPS. This article is about the video game genre. ...


This choppiness is not a perceived flicker, but a perceived gap between the object in motion and its afterimage left in the eye from the last frame. A computer samples one point in time, then nothing is sampled until the next frame is rendered, so a visible gap can be seen between the moving object and its afterimage in the eye. Many driving games have this problem, like NASCAR 2005: Chase for the Cup for Xbox, and Gran Turismo 4. The polygon count in a frame may be too much to keep the game running smoothly for a second. The processing power needs to go to the polygon count and usually takes away the power from the framerate. An afterimage is an optical illusion that occurs after looking away from a direct gaze at an image. ... Gran Turismo 4 (also known as GT4) was released on December 28, 2004 in Japan and Hong Kong (NTSC-J), February 22, 2005 in the United States (NTSC-U/C), and March 9, 2005 in Europe (PAL), and has since been re-issued under Sonys Greatest Hits line. ...


The reason computer rendered video has a noticeable afterimage separation problem and camera captured video does not is that a camera shutter interrupts the light two or three times for every film frame, thus exposing the film to 2 or 3 samples at different points in time. The light can also enter for the entire time the shutter is open, thus exposing the film to a continuous sample over this time. These multiple samples are naturally interpolated together on the same frame. This leads to a small amount of motion blur between one frame and the next which allows them to smoothly transition. This amusement ride moved during the exposure. ...


An example of afterimage separation can be seen when taking a quick 180 degree turn in a game in only 1 second. A still object in the game would render 60 times evenly on that 180 degree arc (at 60 Hz frame rate), and visibly this would separate the object and its afterimage by 3 degrees. A small object and its afterimage 3 degrees apart are quite noticeably separated on screen.


The solution to this problem would be to interpolate the extra frames together in the back-buffer (field multisampling), or simulate the motion blur seen by the human eye in the rendering engine. When vertical sync is enabled, video cards only output a maximum frame rate equal to the refresh rate of the monitor. All extra frames are dropped. When vertical sync is disabled, the video card is free to render frames as fast as it can, but the display of those rendered frames is still limited to the refresh rate of the monitor. For example, a card may render a game at 100 FPS on a monitor running 75 Hz refresh, but no more than 75 FPS can actually be displayed on screen.


Certain elements of a game may be more GPU-intensive than others. While a game may achieve a fairly consistent 60 fps, the frame rate may drop below that during intensive scenes. By acheiving framerates in excess of what is displayable, it makes it less likely that framerates will drop below what is displayable during stressful scenes. It has been suggested that this article be split into multiple articles. ...


See also

Computer science, or computing science, is the study of the theoretical foundations of information and computation and their implementation and application in computer systems. ... 35 mm Kinoton movie projector in operation. ... This article discusses moving image capture, transmission and presentation from todays technical and creative points of view; concentrating on the aspects of frame rates. ... According to the theory of persistence of vision, the perceptual processes of the brain or the retina of the human eye retains an image for a brief moment. ... This is a list of film formats known to have been developed for shooting or viewing motion pictures since the development of such photographic technology towards the end of the 19th century. ... It has been suggested that multiple sections of 24p be merged into this article or section. ... To meet Wikipedias quality standards, this article or section may require cleanup. ... Video compression refers to making a digital video signal use less data, without noticeably reducing the quality of the picture. ... In video technology, 24p refers to a video format that operates at a true 24 frames per second (or 23. ... It has been suggested that this article or section be merged with Frame rate. ...

External links


  Results from FactBites:
 
Frame rate - Wikipedia, the free encyclopedia (1260 words)
Frame rate is most often expressed in frames per second (often abbreviated "fps", but not to be confused with FPS or first-person shooter) or, equivalently, Hertz (Hz).
The frame rate is related to but not identical to a physiological concept called the flicker fusion threshold or flicker fusion rate.
These rates would be impractical for the actual frame rate of most film mechanisms so the shutter in the projection devices is actually arranged to interrupt the light two or three times for every film frame.
Refresh rate - Wikipedia, the free encyclopedia (539 words)
The refresh rate (or "vertical refresh rate", "vertical scan rate") is the maximum number of frames that can be displayed on a monitor (or television) in a second, expressed in hertz.
The scan rate is controlled by the vertical sync signal generated by the video controller, ordering the monitor to position the electron gun at the upper left corner of the raster, ready to paint another frame.
The refresh rate can be calculated from the horizontal scan rate by dividing by the number of horizontal lines and multiplying the result by 0.95 (since about 5% of the time it takes to scan the screen is spent moving the electron gun back to the top).
  More results at FactBites »


 

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