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FPS (Frames Per Second)

August 20, 2020

FPS (Frames Per Second): The number of frames transmitted per second.

  Frames Per Second is more accurately explained as "the number of frames that fill the image per second (frames/second)". FPS is a measure of the amount of information used to save and display dynamic videos. Generally speaking, it refers to the number of screens in animation or video. For example, in movie video and digital video, each frame is a still image; displaying frames in rapid succession creates the illusion of motion. The more frames per second (FPS), the smoother the displayed motion. Generally, the lowest FPS to avoid jerky movements is 30. Some computer video formats can only provide 15 frames per second.

Since the faster the refresh rate, the better, why emphasize that there is no need to pursue a too high refresh rate?

The reason is that in the case of the display'Resolution' unchanged, the higher the FPS, the higher the processing power requirements of the graphics card. The graphics displayed in the computer are all output by the graphics card, so the filling of each pixel on the screen must be calculated and output by the graphics card.

Display refresh rate

Refresh frequency: the speed of screen refresh.

The lower the refresh rate, the more flickering and shaking the image, and the faster the eyestrain.

The flicker can be basically eliminated when the refresh frequency is above 70Hz, and the display should work stably at the highest allowable frequency, which is generally 85Hz.

   Inside the display, there are some oscillation circuits.

The refresh frequency that people usually call refers to the frequency of the oscillator circuit.

The calculation formula of the refresh frequency is: horizontal synchronization scan line X Frame Rate = refresh frequency.

When the signal receiver of the LCD receives a picture signal, it informs the display processing unit to change the angle of the liquid crystal to display the latest picture, and then the work is completed. As for how long it takes to change the angle of the liquid crystal, the signal receiver It doesn't matter. The time for the LCD to change the angle determines the time we finally see from the first screen to the second screen. When the screen starts to change, it depends on whether there is a screen that has not been displayed at that time. If it takes 1 second for the LCD to change the angle once (just hypothetical), then it is good to send 60 pictures to the LCD in one second, or one picture, he can only change the liquid crystal angle once in this second, and we are Within a second, the process of changing the angle of the liquid crystal was clearly seen, and the tailing phenomenon occurred. In fact, the speed at which the LCD changes its angle is fast enough (Response Time problem), so if you send it 60 pictures in one second, it can successfully display every picture without letting us watch it. The conversion process to the liquid crystal angle. But in the case of a higher frequency such as 120Hz, if the LCD cannot complete an angle conversion within 1/120 second, we will miss some pictures. Since the current bottleneck of LCD is the response time, although the nominal 2ms are available, in fact, these are not the full time for the real conversion angle, but the gray response time, that is, the conversion process from black to white, but It's a pity that our monitors are in color, and LCD does not have an input frequency to pursue a higher index, and some provide a working frequency of 75Hz. It should be said that at higher frequencies, more display images can be sent from the graphics card and received by the LCD within one second, but we cannot see all the images sent, which is determined by the response time.

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