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  2. Frame rate - Wikipedia

    en.wikipedia.org/wiki/Frame_rate

    Frame rate, most commonly expressed in frame/s, frames per second or FPS, is typically the frequency (rate) at which consecutive images are captured or displayed. This definition applies to film and video cameras , computer animation , and motion capture systems.

  3. Millisecond - Wikipedia

    en.wikipedia.org/wiki/Millisecond

    16.68 milliseconds (1/59.94 second) – the amount of time one field lasts in 29.97 fps interlaced video (commonly erroneously referred to as 30 fps) 20 milliseconds – cycle time for European 50 Hz AC electricity; 31.25 milliseconds – a hundred twenty-eighth note at 60 BPM

  4. Talk:Frame rate - Wikipedia

    en.wikipedia.org/wiki/Talk:Frame_rate

    Important: Many people round 29.97 fps to 30 fps, but this can lead to confusion during post-production. Today, it is still very rare to use a frame rate of 30 fps, but very common to use 29.97 fps. When in doubt, ask people to clarify whether they really mean 30 fps, or if they are simply rounding 29.97 fps for convenience.

  5. Refresh rate - Wikipedia

    en.wikipedia.org/wiki/Refresh_rate

    The rate of 120 was chosen as the least common multiple of 24 fps (cinema) and 30 fps (NTSC TV), and allows for less distortion when movies are viewed due to the elimination of telecine (3:2 pulldown). For PAL at 25 fps, 100 or 200 Hz is used as a fractional compromise of the least common multiple of 600 (24 × 25).

  6. SMPTE timecode - Wikipedia

    en.wikipedia.org/wiki/SMPTE_timecode

    With a 30 Hz frame rate the line scan frequency is (30 × 525) = 15750 Hz. So the subcarrier frequency would have been ⁠ 495 / 2 ⁠ × 15750 = 3.898125 MHz. This was the subcarrier frequency originally chosen, but tests showed that on some monochrome receivers an interference pattern caused by the beat between the color subcarrier and the 4. ...

  7. Lag (video games) - Wikipedia

    en.wikipedia.org/wiki/Lag_(video_games)

    Lag is mostly meassured in milliseconds (ms) and may be displayed in-game (sometimes called a lagometer). [1] The most common causes of lag are expressed as ping time (or simply ping) and the frame rate (fps). Generally a lag below 100 ms (10 hz or fps) is considered to be necessary for playability.

  8. Television standards conversion - Wikipedia

    en.wikipedia.org/wiki/Television_standards...

    When converting PAL (625 lines @ 25 frame/s) to NTSC (525 lines @ 30 frame/s), the converter must eliminate 100 lines per frame. The converter must also create five frames per second. To reduce the 625-line signal to 525, less expensive converters drop 100 lines. These converters maintain picture fidelity by evenly spacing removed lines.

  9. Floating point operations per second - Wikipedia

    en.wikipedia.org/wiki/Floating_point_operations...

    Microsoft's Xbox Series X is listed as having a peak performance of 12.15 TFLOPS (24.30 TFLOPS at half precision) at a retail price of $499. [94] September 2022 1.94¢ 2.02¢ RTX 4090: Nvidia's RTX 4090 is listed as having a peak performance of 82.6 TFLOPS (1.32 PFLOPS at 8-bit precision) at a retail price of $1599. [95] May 2023 1.25¢ 1.25¢