Like FPS, the refresh rate is how many times the screen changes images per second. If we think of how old films used to be, we can better understand this idea of flickering. Old films, for example, were typically filmed at only at 16 FPS but played back up to This is why old films sometimes seem to be 'sped up'-- they simply are. Today, big screen movies are shot at only around 24 FPS, which give a distinct but barely recognizable different in sports broadcasting and soap operas.
This has to do with the very low FPS and refresh rate of old films. We can perceive only so much of the world around us in a certain amount of time. So how fast can we see things? There is not an agreed-upon limit to how many FPS the eye can see. Experts continually go back and forth, but it has been concluded that most people can see 30 — 60 frames per second. Some scientists believe it could be even more for some.
The higher-end gaming units with high FPS give their owner a bigger advantage and boost than you can ever imagine. But there is a point where the higher Hz monitors are just higher than any eye can see or recognize a difference. Well, the answer is a bit tricky and is still being studied.
The way we see flashes of light like images versus the speed at which we can view motion is very different. But framerate is important to us. And why not? It reports a straight, simple number. But can you see high framerates? So starts an argument as old as PC games, a constant and confused war in which pride clashes against shaky science.
What is the maximum framerate the human eye see? How perceptible is the difference between 30 Hz and 60 Hz? Between 60 Hz and Hz? After what point is it pointless to display a game any faster? The answer is complex and rather untidy.
You might not agree with parts of it; some may even make you angry. The first thing to understand is that we perceive different aspects of vision differently. Detecting motion is not the same as detecting light. Another thing is that different parts of the eye perform differently. The centre of your vision is good at different stuff than the periphery. It can have an incredibly bright nanosecond of light and will appear the same as a tenth of a second of dim light.
In general, people cannot distinguish faint, short, bright, and long stimuli within a tenth of a second. But although the human eye has trouble distinguishing the intensity of light flashes of less than 10 ms, we can perceive artifacts and movements incredibly fast. This will depend on the way in which the different forms of movement are perceived: if you are sitting still and you start to watch how things move in front of you, you will perceive it much better than if you do it while walking, since the stimuli They are different.
It is also worth considering some of the things we do while we play; for example, in a shooter-type game, we constantly monitor the relationship between mouse movement and sight in a perceptual loop of motor feedback.
In other words, when we move the mouse, the vision already knows that the screen is going to move, which allows us to react more quickly. Therefore, while we play we are constantly updating the understanding of the game world with visual information. Experts say that we will see a much more fluid game when we have a perception of movement on a large scale rather than at a particular point; In other words, when we are playing looking at the entire screen in general we will have a better sense of fluidity than if we are pointing at a specific part of the screen.
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