lcd display refresh rate quotation
The refresh rate (or "vertical refresh rate", "vertical scan rate", terminology originating with the cathode ray tubes) is the number of times per second that a raster-based display device displays a new image. This is independent from frame rate, which describes how many images are stored or generated every second by the device driving the display.
On cathode ray tube (CRT) displays, higher refresh rates produce less flickering, thereby reducing eye strain. In other technologies such as liquid-crystal displays, the refresh rate affects only how often the image can potentially be updated.
Non-raster displays may not have a characteristic refresh rate. Vector displays, for instance, do not trace the entire screen, only the actual lines comprising the displayed image, so refresh speed may differ by the size and complexity of the image data.
Raster-scan CRTs by their nature must refresh the screen, since their phosphors will fade and the image will disappear quickly unless refreshed regularly.
In a CRT, the vertical scan rate is the number of times per second that the electron beam returns to the upper left corner of the screen to begin drawing a new frame.vertical blanking signal generated by the video controller, and is partially limited by the monitor"s maximum horizontal scan rate.
The refresh rate can be calculated from the horizontal scan rate by dividing the scanning frequency by the number of horizontal lines, plus some amount of time to allow for the beam to return to the top. By convention, this is a 1.05x multiplier.1280 × 1024 results in a refresh rate of 96,000 ÷ (1024 × 1.05) ≈ 89 Hz (rounded down).
CRT refresh rates have historically been an important factor in videogame programming. In early videogame systems, the only time available for computation was during the vertical blanking interval, during which the beam is returning to the top corner of the screen and no image is being drawn.screen tearing.
Unlike CRTs, where the image will fade unless refreshed, the pixels of liquid-crystal displays retain their state for as long as power is provided, and consequently there is no intrinsic flicker regardless of refresh rate. However, refresh rate still determines the highest frame rate that can be displayed, and despite there being no actual blanking of the screen, the vertical blanking interval is still a period in each refresh cycle when the screen is not being updated, during which the image data in the host system"s frame buffer can be updated.
On smaller CRT monitors (up to about 15 in or 38 cm), few people notice any discomfort between 60–72 Hz. On larger CRT monitors (17 in or 43 cm or larger), most people experience mild discomfort unless the refresh is set to 72 Hz or higher. A rate of 100 Hz is comfortable at almost any size. However, this does not apply to LCD monitors. The closest equivalent to a refresh rate on an LCD monitor is its frame rate, which is often locked at 60 fps. But this is rarely a problem, because the only part of an LCD monitor that could produce CRT-like flicker—its backlight—typically operates at around a minimum of 200 Hz.
Different operating systems set the default refresh rate differently. Microsoft Windows 95 and Windows 98 (First and Second Editions) set the refresh rate to the highest rate that they believe the display supports. Windows NT-based operating systems, such as Windows 2000 and its descendants Windows XP, Windows Vista and Windows 7, set the default refresh rate to a conservative rate, usually 60 Hz. Some fullscreen applications, including many games, now allow the user to reconfigure the refresh rate before entering fullscreen mode, but most default to a conservative resolution and refresh rate and let you increase the settings in the options.
Old monitors could be damaged if a user set the video card to a refresh rate higher than the highest rate supported by the monitor. Some models of monitors display a notice that the video signal uses an unsupported refresh rate.
Some LCDs support adapting their refresh rate to the current frame rate delivered by the graphics card. Two technologies that allow this are FreeSync and G-Sync.
When LCD shutter glasses are used for stereo 3D displays, the effective refresh rate is halved, because each eye needs a separate picture. For this reason, it is usually recommended to use a display capable of at least 120 Hz, because divided in half this rate is again 60 Hz. Higher refresh rates result in greater image stability, for example 72 Hz non-stereo is 144 Hz stereo, and 90 Hz non-stereo is 180 Hz stereo. Most low-end computer graphics cards and monitors cannot handle these high refresh rates, especially at higher resolutions.
For LCD monitors the pixel brightness changes are much slower than CRT or plasma phosphors. Typically LCD pixel brightness changes are faster when voltage is applied than when voltage is removed, resulting in an asymmetric pixel response time. With 3D shutter glasses this can result in a blurry smearing of the display and poor depth perception, due to the previous image frame not fading to black fast enough as the next frame is drawn.
This gif animation shows a rudimentary comparison of how motion varies with 4Hz, 12Hz, and 24Hz refresh rates. Entire sequence has a frame rate of 24Hz.
The development of televisions in the 1930s was determined by a number of technical limitations. The AC power line frequency was used for the vertical refresh rate for two reasons. The first reason was that the television"s vacuum tube was susceptible to interference from the unit"s power supply, including residual ripple. This could cause drifting horizontal bars (hum bars). Using the same frequency reduced this, and made interference static on the screen and therefore less obtrusive. The second reason was that television studios would use AC lamps, filming at a different frequency would cause strobing.NTSC color coding) and 50 Hz System B/G (almost always used with PAL or SECAM color coding). This accident of chance gave European sets higher resolution, in exchange for lower frame-rates. Compare System M (704 × 480 at 30i) and System B/G (704 × 576 at 25i). However, the lower refresh rate of 50 Hz introduces more flicker, so sets that use digital technology to double the refresh rate to 100 Hz are now very popular. (see Broadcast television systems)
Another difference between 50 Hz and 60 Hz standards is the way motion pictures (film sources as opposed to video camera sources) are transferred or presented. 35 mm film is typically shot at 24 frames per second (fps). For PAL 50 Hz this allows film sources to be easily transferred by accelerating the film by 4%. The resulting picture is therefore smooth, however, there is a small shift in the pitch of the audio. NTSC sets display both 24 fps and 25 fps material without any speed shifting by using a technique called 3:2 pulldown, but at the expense of introducing unsmooth playback in the form of telecine judder.
Similar to some computer monitors and some DVDs, analog television systems use interlace, which decreases the apparent flicker by painting first the odd lines and then the even lines (these are known as fields). This doubles the refresh rate, compared to a progressive scan image at the same frame rate. This works perfectly for video cameras, where each field results from a separate exposure – the effective frame rate doubles, there are now 50 rather than 25 exposures per second. The dynamics of a CRT are ideally suited to this approach, fast scenes will benefit from the 50 Hz refresh, the earlier field will have largely decayed away when the new field is written, and static images will benefit from improved resolution as both fields will be integrated by the eye. Modern CRT-based televisions may be made flicker-free in the form of 100 Hz technology.
Many high-end LCD televisions now have a 120 or 240 Hz (current and former NTSC countries) or 100 or 200 Hz (PAL/SECAM countries) 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). These higher refresh rates are most effective from a 24p-source video output (e.g. Blu-ray Disc), and/or scenes of fast motion.
As movies are usually filmed at a rate of 24 frames per second, while television sets operate at different rates, some conversion is necessary. Different techniques exist to give the viewer an optimal experience.
The combination of content production, playback device, and display device processing may also give artifacts that are unnecessary. A display device producing a fixed 60 fps rate cannot display a 24 fps movie at an even, judder-free rate. Usually, a 3:2 pulldown is used, giving a slight uneven movement.
While common multisync CRT computer monitors have been capable of running at even multiples of 24 Hz since the early 1990s, recent "120 Hz" LCDs have been produced for the purpose of having smoother, more fluid motion, depending upon the source material, and any subsequent processing done to the signal. In the case of material shot on video, improvements in smoothness just from having a higher refresh rate may be barely noticeable.
In the case of filmed material, as 120 is an even multiple of 24, it is possible to present a 24 fps sequence without judder on a well-designed 120 Hz display (i.e., so-called 5-5 pulldown). If the 120 Hz rate is produced by frame-doubling a 60 fps 3:2 pulldown signal, the uneven motion could still be visible (i.e., so-called 6-4 pulldown).
Additionally, material may be displayed with synthetically created smoothness with the addition of motion interpolation abilities to the display, which has an even larger effect on filmed material.
Monitors already do report their maximum refresh rate to your PC. Your computer then generally sends new frames at this maximum refresh rate, whether new data is available or not.
As for your variable framerate idea, this is another can of worms. The entire display chain, from applications to the operating system to the graphics card through the monitor are built on the concept that updates happen at a fixed, pre-defined interval. Changing this to a variable interval would require that we throw all of that out. Furthermore, how do you decide what framerate to use at any given moment? Suppose your monitor can update at 100Hz maximum, and you open a 60fps video in a window. Does that then force everything else to update at the 60fps refresh rate even if it wants to update the monitor at 100Hz or 90Hz? If you"re updating a portion of the screen at 60fps, then you no longer have any evenly-divisible time slices in which to do your 100Hz equivalent updates.
A much better solution is to just embrace the ubiquitous fixed-framerate system we have now and increase the refresh rate of our monitors to 120Hz or more. This maintains backwards compatibility for older monitors, but gives us small enough time steps that we can display any effective framerate we want. 120Hz is an even multiple of 24fps, 30fps, and 60fps and it"s fast enough that your eyes would never notice anything was amiss on other frame rates.
To show moving images, a television has to change out the pixels displayed on the screen. This is what we mean when we say the television refreshes the image -- it has to draw images in pixels so quickly that the human eye can"t detect the process. If televisions didn"t refresh the pixels, they could only display a still image. That"s not good TV.
The standard television refresh rate is 60 hertz. That means the screen displays an image 60 times every second. An interlaced television will refresh the odd and even lines 30 times a second each in an alternating pattern. Even at this rate, we don"t notice the screen refreshing because it"s too fast for us to detect.
Early LCD high-definition televisions had great resolution but experienced some problems when displaying fast-moving images on screen. Action movies and sporting events in particular gave early LCD sets problems. The images tended to blur as they moved across the screen. Plasma screens didn"t have the same problem, giving that format the advantage when it came to high-speed television content.
The solution to the LCD problem was to increase the refresh rate. A few years ago, the first 120 hertz sets showed consumers that by doubling the refresh rate, the set could reduce the blurring effect. By early 2009, sets with a 240 hertz or higher refresh rate were either on store shelves or scheduled for release.
The higher refresh rates indicate that the televisions refresh the screen more often each second. Whether the faster rate has a noticeable effect on the viewer"s experience is subjective. A viewer may not be able to tell the difference between a set refreshing at 120 hertz and one with a 240 hertz refresh rate.
This means that a single frame was divided into two fields containing the image’s odd-numbered lines and even-numbered lines, and the TV screen would display these fields in the correct order when displaying the video.
*** There is plenty of confusion about the NTSC 29.97 and 59.94 frame rates. Many people just round these up to 30 and 60 frames per second. But this isn’t actually correct because modern HD cameras can record at 29.97 or 30 and 59.94 or 60 frames per second. So, they are actually two different rates. However, you can just think about 30 and 60 Hz to make things easier. ***
By the way, Hertz is a standard for describing the frequency of something, i.e., the number of cycles per second, and it can describe the frequency of anything, not just video frame rates.
Content recorded on film is traditionally recorded at 24 frames per second (fps). Although some movies have been shot in higher frame rates, this still holds today.
Over time, it hasn’t changed much because people have become used to watching movies at 24 frames per second. It ‘looks like a movie’ at this frame rate – and most viewers prefer it.
Well, due to the standard video frame rates that we’ve just discussed, televisions were designed with a refresh rate to match the frequency of the video transmissions.
Now, these frame rates were developed for analog TV systems. Even so, they’ve remained the standard even with the new digital broadcasting systems – ATSC in the US and DVB in Europe.
The higher video frame rate will display smoother motion as there are more frames to capture it – and it is this which determines how smooth the action will appear on your television – not your TV’s refresh rate.
In some instances, movies can look smoother on a 120 Hz TV because each frame can be repeated exactly 5 times to mirror the 120 Hz refresh rate (24 fps x 5 = 120).
On a 60 Hz TV, “3:2 pulldown” is used to display the movie, which can cause judder on slow panning scenes and cause them to jump. This is because the 24 fps of the film can’t be easily divided into the 30 fps used for NTSC video.
But, a 60 Hz TV can’t interpolate a 60 Hz source because it can’t show more than 60 frames per second – meaning it can only interpolate content with a lower rate than 60 Hz.
This annoys some people more than others. However, motion blur is caused by several factors, and the refresh rate of the TV will have little effect on these.
You just need to find out the native refresh rate – which you should find in the specifications on the manufacturer’s website – or in a technical review of that model.
It’s an essential issue related to TV refresh rates because people get confused between television refresh rates and the motion blur they see on screen.
If it says anything higher than 120 Hz, then it isn’t the real native refresh rate – and even with the correct numbers, there aren’t too many instances where a higher refresh rate will significantly affect your daily use.
There are only two native refresh rates for 4K TVs – 60 Hz and 120 Hz. Any number you see quoted above this isn’t the TV’s real refresh rate – it’s just created by image processing techniques. Most people will see little difference between 60 and 120 Hz refresh rates, so it’s not something to worry about too much.
A 120 Hz TV has some benefits over a 60 Hz TV, but most people will not notice the difference. A 120 Hz TV will display 120 Hz content as intended – but there’s not much of this. It may also show 24 Hz movies with smoother motion and reduce motion blur for some people.
It can be challenging to know the native refresh rate of your TV because many manufacturers quote elevated numbers. The native refresh rate can only be 60 or 120 Hz. If a manufacturer quotes a ‘motion rate,’ the native refresh rate is often half that number, although this varies. Another way is to check quality reviews for that TV, which should quote the actual number.
If you have a game created at 120 Hz and can use the latest HDMI 2.1 specification on all your hardware, you will benefit from higher refresh rates. Otherwise, it will unlikely make much difference.
No, a 60 Hz TV can only display 60 frames per second. A 60 Hz TV can use image processing to interpolate 30 fps video up to 60 fps – but the TV cannot show more than 60 frames every second.
In most cases, the refresh rate has little effect on the performance of a TV. On TVs with a high refresh rate, the picture may appear smoother to some people – with less motion blur. But the main limitation is the frame rate of the content, which is unlikely to be created at higher refresh rates, so your TV’s refresh rate will make little difference.
You can change the refresh rate on your monitor through your display settings, though it may be limited by the monitor, graphics card, and screen resolution.
Your display"s refresh rate is a measure of how frequently the on-screen image is updated. Refresh rate is measured in hertz (Hz), which indicates the number of times per second something occurs. So a 60Hz display is one that has a refresh rate of 60 times per second.
Most people don"t need to worry much about refresh rate, especially when using a computer for ordinary productivity applications. That"s because computer displays typically have a refresh rate of 60Hz — that"s the default for many monitors — and that value is perfectly adequate almost all the time. It"s fast enough that there"s no obvious blurring or "image tearing" when there"s on-screen motion. Below this value — 30 Hz, for example — you might see some stuttering or jitteriness when things are moving on the screen.
Higher refresh rates are of interest to gamers, though. Because many video games rely on fast-moving visuals, many computer displays are optimized for gaming with very high refresh rates — 144Hz, 240Hz, and even 360Hz. For gaming, the higher the refresh rate the better.
There"s also a relationship between screen resolution and refresh rate. Because a computer only has so much bandwidth for the display, you might find that at higher resolutions, your display can"t run at its maximum refresh rate. If you are adjusting these settings, you might need to make a choice between, for example, an HD (1920x1080) display at 144Hz or a 4K (3840x2160) resolution at 60Hz.
Depending on your monitor or laptop display, you might be able to adjust the refresh rate. Some displays aren"t running at their highest refresh rate by default, for example, and it"s adjustable in the system settings. If you try to increase the refresh rate but it won"t go as high as you think the monitor is designed to go, you might need to lower the resolution to make a higher value become available.How to change the refresh rate on your PC monitor
You can open the refresh rate settings on any Windows PC, though whether you can change it — and what values you can set — depend on your graphics card, monitor or laptop display, and the resolution you are running.Click the Start button and click "Settings."
Click the link "Advanced display settings." On the Advanced display settings page, you can see details about your monitor, including the currently set refresh rate.
Finally, in the Monitor Settings section, you can click the Screen refresh rate dropdown and choose a different refresh rate. Click "OK" to save this setting.How to change the refresh rate on your Mac monitor
If you have a MacBook Pro (16-inch 2019 model) or a Pro Display XDR monitor for your Mac, you can adjust the refresh rate. Here"s how:Click the Apple menu, then choose "System Preferences."
Dave Johnson is a technology journalist who writes about consumer tech and how the industry is transforming the speculative world of science fiction into modern-day real life. Dave grew up in New Jersey before entering the Air Force to operate satellites, teach space operations, and do space launch planning. He then spent eight years as a content lead on the Windows team at Microsoft. As a photographer, Dave has photographed wolves in their natural environment; he"s also a scuba instructor and co-host of several podcasts. Dave is the author of more than two dozen books and has contributed to many sites and publications including CNET, Forbes, PC World, How To Geek, and Insider.
The focus of this study is a description of features and artifacts of the LCD technology which are supposed to be relevant for psychophysical and neuroscientific experiments in general. A wide range of different monitor technologies and determinants of the temporal signal are compared. Three recent studies [30]–[32] approach the topic from the opposite side by focussing on well defined psychophysical requirements which they relate to only a few aspects on one or two LCD panels. In the following, we will briefly review these works and compare their approaches and results to the present study.
Kihara and colleagues [30] compare the performance in three psychophysical experiments which were performed on one LCD and two CRT devices, respectively. They statistically analyze the experimental results, fail to find significant differences for most of the conditions, and conclude that the three displays elicited similar performance profiles.
While experimental comparisons of different display technologies clearly may have merit, we have two objections with their appraoch. First, the authors apply null hypothesis significance testing (NHST) and start with the null hypothesis of equality of performance on the three display devices. In the NHST approach, the null hypothesis can only be rejected but never be proven [33], [34]. Therefore, being unable to reject the null hypothesis and to conclude from this that there are no performance differences over the three monitors is a logical fallacy.
Second, even if the authors could have shown an equality of performance over the different displays, the generalizability of their results to other experimental paradigms remains unclear. The practical implications of their study are therefore limited.
Wang and Nikolić [31] compared one CRT monitor and two different LCD panels, an old and a new model, with respect to both their spatial and temporal properties. The authors report that for the new LCD monitor the level of accuracy of timing and intensity was comparable, if not better to the benchmark CRT monitor, while the old LCD panel had a number of issues with respect to accuracy.
Second, the authors propose an idiosyncratic definition of stimulus duration which is used to measure the temporal precision. The established model to specify onset and offset effects, liquid crystal response time, which is proposed by the ISO display metrology standard, is not even mentioned, which makes it difficult to compare their results with existing studies. While there may be good reasons for novel definitions of stimulus durations, their study would have clearly benefited from a comparison with standard approaches.
The study by Lagroix and colleagues [32] also analyses temporal properties. The authors investigate psychophysical estimates of visible persistence of stimuli immediately after their assumed disappearance on the display device. In their experiments, observers performed forced choice tasks on these stimuli, where a shutter controlled that the stimulus could not be seen during the period when it was (intendedly) displayed. They compared performance using a CRT and an LCD monitor. While there was considerable visible persistence on the CRT for white stimuli on black background, the authors did not find any perceptual persistence on the LCD panel.
Our study, however, demonstrates a number of artifacts due to improper DCC with some substantial effects on the luminance transition signal, such as luminance stepping or substantial overshoots. It remains important future work to study these artifacts with experimental paradigms as developed by Lagroix and colleagues, as it is likely that some of the artifacts presented in this work have considerable impacts on visual persistence.
The driver circuitry for the panel is responsible for pushing frames to the panel at a given rate, but are there any particulars of the LCD panel itself that factor into achieving the higher refresh rate?
Since the panels are big 2D arrays of pixels addressed similarly to a DRAM cell, the LCD itself must be able to clock at the pixel rate you"re driving. If its internal capacitances are too large or its transistors too slow, there won"t be time for the pixel to update before the next value is driven into the array.
In addition, since the pixel array is essentially an optical digital to analog converter, there are also sampling rate concerns. Driving the array at a higher pixel rate is equivalent to increasing the temporal sampling rate driving each pixel. Increasing the update rate while keeping the analog impulse response of each pixel unchanged is equivalent to increasing the sampling rate of a DAC without also adjusting the analog bandwidth of the electronics it is driving. Eventually your analog bandwidth falls far enough below the Nyquist (folding) frequency that although you are updating the pixels more frequently, no new information is actually being modulated onto the pixel output because it simply cannot respond faster (even if the array itself can physically sustain the pixel rate).
So yes, there are two factors. The array must be able to shift values at the pixel rate you"ve selected and the pixels themselves must be fast enough (have sufficient bandwidth) that the faster refresh rate actually does something.
In other words, is it theoretically possible to drive a panel over its specified refresh rate using another driver board, assuming all interfacing requirements are identical?
It’s natural for anyone shopping desktop monitors to be swayed by size, shape, resolution and color quality. But depending on your business needs, you may also want to consider a less flashy feature: the monitor’s refresh rate.
Refresh rate is the frequency at which the screen updates with new images each second, measured in hertz (cycles per second). The content may look steady on the display, but what the viewer can’t see is how fast the content is changing — up to 360 times a second. The higher the refresh rate, the smoother the visual quality.
Super high monitor refresh rates aren’t all that important for office workers focused on lighter computing like word processing, spreadsheets and emails. But in more visual professions like creative production and game development, a high refresh rate for monitors is invaluable.
The standard refresh rate for desktop monitors is 60Hz. But in recent years, more specialized, high-performing monitors have been developed that support 120Hz, 144Hz and even 240Hz refresh rates, which ensure ultra-smooth content viewing, even for the most demanding visual processing needs.
Just buying a high refresh rate monitor doesn’t mean the display quality will magically improve. The monitor’s refresh rate reflects the maximum rate at which the display can change the visuals. What happens on the screen depends on the frame rate of the output — the number of video frames that are sent to the display each second.
A 120Hz monitor has obvious benefits, though, for modern gaming platforms that animate at 100 fps or higher. A high refresh rate helps the screen keep pace with the high-twitch inputs of players and translate them into super smooth actions on screen.
When refresh rate and frame rate are mismatched, it can result in something called screen tearing. If the computer’s graphic card is pushing out more frames than the monitor’s refresh rate can handle at a given moment, users may see two half-frames on the screen at once, bisected horizontally and slightly misaligned. In short, it doesn’t look good. Games are usually configured to automatically match the PC’s graphics capabilities to avoid tearing, but running high-action visuals more slowly than intended makes for a compromised viewing and playing experience.
Response time — the time it takes for a pixel to change color — also plays a role in refresh rate. A monitor can only refresh as quickly as the LCD display can make those rapid-fire color shifts.
Particularly for fast-paced visuals, higher refresh rates and faster pixel response times reduce ghosted visuals, and ideally eliminate them. With slower tech, a high-pace action sequence may come with trailing images that result in softer, even blurry on-screen visuals.
The appeal of high refresh rates is obvious for at-home gamers looking for a responsive, hyperrealistic playing experience. And this leisure use is part of a vast global industry. SuperData reported that the video gaming industry generated roughly $140 billion in 2020, up 12 percent from $120 billion in 2019. Statista estimates there are now more than 3 billion gamers worldwide.
In the U.S. alone, the video game industry employs 220,000 people across all 50 states, according to the Entertainment Software Association. That’s a lot of game developers, graphic artists and playtesters working in front of monitors, most of them in need of optimal visual quality and speed at their workstations. While 60Hz refresh rates may work fine for people in finance and human resources — and even the clerical side of gaming companies — people on the visual and testing side need at least 120Hz to do their jobs well.
And it’s not just gaming. While the film industry has long produced movies at 24 fps, that frame rate is a relic of times when there were different technical restraints on cameras and projection, so a faster frame rate required more expensive film. The 24 fps standard has stuck around largely because that’s what the public is used to. Today, filmmakers are increasingly pushing frame rates as high as 120 fps.
High-performance monitors with high refresh rates come with obvious visual improvements, but monitor upgrades in general bring a broader range of business benefits.
Premium monitors also come with built-in (adjustable) technologies that can reduce eye strain. Manufacturers, led by Samsung, have increasingly introduced curved widescreen monitors that equalize the focal distance of every part of the screen. The left and right edges are the same distance from the viewer’s eyes as the middle of the screen, reducing eye strain, as viewers don’t have to adjust their eyes as they scan the display.
High refresh rate monitors with high response times also tend to come with other premium features, such as full support for USB-C connections. With a single cable, the user can connect their PC to a monitor that functions as a USB hub for peripheral devices. This negates the need for expensive and often clunky docking stations, and can significantly reduce the number of cables at each workstation. In addition to tidier, streamlined workspaces, this also reduces the demand for IT support. With fewer connectors and devices, you tend to get fewer problems.
Around the workplace, anyone in a visually creative role will see immediate benefits from a higher refresh rate. And while those in non-visual roles probably won’t see any difference, the key may be futureproofing.
When IT and information systems (IS) teams plan capital purchases, they need to look several years ahead for potential technical requirements down the road. While high-refresh monitors may have a defined user community right now, it’s likely more use cases and worker needs will develop. Monitors with low refresh rates can’t get better, but higher-refresh monitors can serve your display needs both now and in the future.
Tablet incell application , using integrated chips cascade,can achieve WQXGA(portrait)/120HZ(active pen supported),with high resolution/high refresh rate;
Notebook incell application can be divided into two types: integrated MSO scheme and separate scheme. The separated scheme is composed of TCON + MCU / source + AFE, supporting WQXGA(landscape)/120Hz,WQHD(landscape)/120Hz etc. Achieving high resolution and high refresh rate, and taking into account the narrow board design.
The refresh rate (most commonly the "vertical refresh rate", "vertical scan rate" for CRTs) is the number of times in a second that a display hardware draws the data. This is distinct from the measure of frame rate in that the refresh rate includes the repeated drawing of identical frames, while frame rate measures how often a video source can feed an entire frame of new data to a display.
For example, most movie projectors advance from one frame to the next one 24 times each second. But each frame is illuminated two or three times before the next frame is projected using a shutter in front of its lamp. As a result, the movie projector runs at 24 frames per second, but has a 48 or 72 Hz refresh rate.
On CRT displays, increasing the refresh rate decreases flickering, thereby reducing eye strain. However, if a refresh rate is specified that is beyond what is recommended for the display, damage to the display can occur.
In a CRT, the scan rate is controlled by the vertical blanking signal generated by the video controller, ordering the monitor to position the beam at the upper left corner of the raster, ready to paint another frame. It is limited by the monitor"s maximum horizontal scan rate and the resolution, since higher resolution means more scan lines.
The refresh rate can be calculated from the horizontal scan rate by dividing the scanning frequency by the number of horizontal lines multiplied by 1.05 (since about 5% of the time it takes to scan the screen is spent moving the electron beam back to the top). For instance, a monitor with a horizontal scanning frequency of 96 kHz at a resolution of 1280 × 1024 results in a refresh rate of 96,000 / (1024 × 1.05) ≈ 89 Hz (rounded down).
CRT refresh rates have historically been an important factor in electronic game programming. Traditionally, one of the principles of video/computer game programming is to avoid altering the computer"s video buffer except during the vertical retrace. This is necessary to prevent flickery graphics (caused by altering the picture in mid-frame) or screen tearing (caused by altering the graphics faster than the electron beam can render the picture). Some video game consoles such as the Famicom/NES did not allow any graphics changes except during the retrace (the period when the electron guns shut off and return to the upper left corner of the screen).
While flicker does not occur on LCD displays, it is still necessary to avoid modifying graphics data except during the retrace phase to prevent tearing from an image that is rendered faster than the display operates (LCDs normally always refresh at 60 frame/s).
Light pens and guns cannot be used on fixed-pixel displays because they have no electron beam to detect. Pen tablets and touchscreen LCDs are used as a substitute for them, but the latter require a specially-designed LCD panel and are mostly only found in point-of-service monitors. The Nintendo DS is an example of a video game system that has a touchscreen LCD.
Refresh rate or the temporal resolution of an LCD is the number of times per second in which the display draws the data it is being given. Since activated LCD pixels do not flash on/off between frames, LCD monitors exhibit no refresh-induced flicker, no matter how low the refresh rate. High-end LCD televisions now feature up to 600 Hz refresh rate, which requires advanced digital processing to insert additional interpolated frames between the real images to smooth the image motion. However, such high refresh rates may not be actually supported by pixel response times and the result can be visual artifacts that distort the image in unpleasant ways.
On smaller CRT monitors (up to about 15"), few people notice any discomfort below 60–72 Hz. On larger CRT monitors (17" or larger), most people experience mild discomfort unless the refresh is set to 72 Hz or higher. A rate of 100 Hz is comfortable at almost any size. However, this does not apply to LCD monitors. The closest equivalent to a refresh rate on an LCD monitor is its frame rate, which is often locked at 60 frame/s. But this is rarely a problem, because the only part of an LCD monitor that could produce CRT-like flicker—its backlight—typically operates at around 200 Hz. Different operating systems set the default refresh rate differently. Microsoft Windows 95 and Windows 98 (First and Second Editions) set the refresh rate to the highest rate that they believe the display supports. Windows NT-based operating systems, such as Windows 2000 and its descendants Windows XP, Windows Vista and Windows 7, set the default refresh rate to a "conservative" rate, usually 60 Hz. The many variations of Linux usually set a refresh rate chosen by the user during setup of the display manager (although a default option is usually included with xfree86). Some full-screen applications, including some games, allow the user to reconfigure the refresh rate before entering full-screen mode, but most default to a "conservative" resolution and refresh rate and let you increase the settings in the options.
Old monitors could be damaged if a user set the video card to a refresh rate higher than the highest rate supported by the monitor. Some models of monitors display a notice that the video signal uses an unsupported refresh rate.
When LCD shutter glasses are used for stereo 3D displays, the effective refresh rate is halved, because each eye needs a separate picture. For this reason, it is usually recommended to use a display capable of at least 120 Hz, because divided in half this rate is again 60 Hz. Higher refresh rates result in greater image stability, for example 72 Hz non-stereo is 144 Hz stereo, and 90 Hz non-stereo is 180 Hz stereo. Unfortunately most computer graphics cards and monitors cannot handle these high refresh rates, especially at higher resolutions.
For LCD monitors the pixel brightness changes are much slower than CRT or plasma phosphors. Typically LCD pixel brightness changes are faster when voltage is applied than when voltage is removed, resulting in an asymmetric pixel response time. With 3D shutter glasses this can result in a blurry smearing of the display and poor depth perception, due to the previous image frame not fading to black fast enough as the next frame is drawn.
When the first televisions were developed in the 1920s and 1930s, the limitations of vacuum-tube electronics made it difficult to run them at anything other than a multiple of the AC line frequency used to power the set.[citation needed] Thus producers had little choice but to run sets at 60 Hz in America, and 50 Hz in Europe. Using the AC power frequency for the vertical sync rate also ensured that any residual power supply ripple (which would be visible as horizontal bands) was stationary. If a different frequency is used the "hum bars" move and thus are more distracting. These rates formed the basis for the NTSC (60 Hz) and PAL & SECAM (50 Hz) sets used today. This accident of chance gave European sets higher resolution, in exchange for lower frame-rates. Compare NTSC (704x480 NTSC at 30i) and PAL/SECAM (704x576 at 25i). However, the lower refresh rate of PAL/SECAM introduces more flicker, so sets that use digital technology to double the refresh rate to 100 Hz are now very popular.
Another difference between 50 Hz and 60 Hz standards is the way motion pictures (film sources as opposed to video camera sources) are transferred or presented. 35 mm film is typically shot at 24 frame/s. For PAL 50 Hz this allows film sources to be easily transferred by accelerating the film by 4%. The resulting picture is therefore smooth, however, there is a small shift in the pitch of the audio. NTSC sets display both 24 frame/s and 25 frame/s material without any speed shifting by using a technique called 3:2 pulldown, but at the expense of introducing unsmooth playback in the form of telecine judder.
Unlike computer monitors, and some DVDs, analog television systems use interlace, which decreases the apparent flicker by painting first the odd lines and then the even lines (these are known as fields). This doubles the refresh rate, compared to a progressive scan image at the same frame rate. This works perfectly for video cameras, where each field results from a separate exposure - the effective frame rate doubles, there are now 50 rather than 25 exposures per second. The dynamics of a CRT are ideally suited to this approach, fast scenes will benefit from the 50 Hz refresh, the earlier field will have largely decayed away when the new field is written, and static images will benefit from improved resolution as both fields will be integrated by the eye. Modern CRT-based televisions may be made flicker-free in the form of 100 Hz technology.
Many high-end LCD televisions now have a 120 or 240 Hz (current and former NTSC countries) or 100 or 200 Hz (PAL/SECAM countries) refresh rate. The rate of 120 was chosen as the least common multiple of 24 frame/s (cinema) and 30 frame/s (NTSC TV), and allows for less distortion when movies are viewed due to the elimination of telecine (3:2 pulldown). For PAL at 25 frame/s, 100 or 200 Hz is used as a fractional compromise of the least common multiple of 600 (24 x 25). These higher refresh rates are most effective from a 24p-source video output (e.g. Blu-ray Disc), and/or scenes of fast motion.
As movies are usually filmed at a rate of 24 frames per second, while television sets operate at different rates, some conversion is necessary. Different techniques exist to give the viewer an optimal experience.
The combination of content production, playback device, and display device processing may also give artifacts that are unnecessary. A display device producing a fixed 60 frame/s rate cannot display a 24 frame/s movie at an even, judder-free rate. Usually, a 3:2 pulldown is used, giving a slight uneven movement.
While common multisync CRT computer monitors have been capable of running at even multiples of 24 Hz since the early 1990s, recent "120 Hz" LCD displays have been produced for the purpose of having smoother, more fluid motion, depending upon the source material, and any subsequent processing done to the signal. In the case of material shot on video, improvements in smoothness just from having a higher refresh rate may be barely noticeable.
In the case of filmed material, as 120 is an even multiple of 24, it is possible to present a 24 frame/s sequence without judder on a well-designed 120 Hz display (i.e., so-called 5-5 pulldown). If the 120 Hz rate is produced by frame-doubling a 60 frame/s 3:2 pulldown signal, the uneven motion could still be visible (i.e., so-called 6-4 pulldown).
Additionally, material may be displayed with synthetically created smoothness with the addition of motion interpolation abilities to the display, which has an even larger effect on filmed material.
To make things simple(which will put me on the verge of being told where im wrong at) I"m going to explain how it displays the image. The signal wheather it is vga,dvi, bnc,analog are digital. will be sent to the amplifier where it will be amplified split and proccesed then sent to the flyback transformer for control and sent thru the electron gun. the electron gun is a single point that electrons fire off of and fly thru a vacuum(so that there isn"t any ions to abosrb it) before hitting a particuler phosphor at one period of time. which depends on what frequency the aperture grill is at and what frequency the electron hit it among other things is at. when the electron hits the certain phospher depending on what quantim state and how big the forbidden gap is and at what certain threshold frequency the electorns have when it strickes the phosphor a photon is released toward the oppsite side of the screen spinning into the atomsphere before hitting your corronas cinching the hell out of them. Since the electron gun can only point to a certain group of phospurs (depending on screen res)at a certain time then it has to strobe back and fourth by the use of finely tuned electromagnetics that are used to push and pull the stream of electons.
I can"t throughtly explain this without saying a certain res. let"s use 800by600 once the gun has moved down 800 time from the top left of the screen and over 600 times and come back to the very top left then it has completed one cycle are hz. phosphors have the tendancy to want to decay from there orginal state from when the electron stream hit it. they tend to go back down to there natrual state below the photoelectron threshold. usually by the time the electron gun is at the bottom of the screen the top of the screen is already 70 percent decayed. to compensate we can turn up the refresh rate! higher refresh rate mean phosphors are more stable on a particular color. It also means that it will update from the video card for a smoother image. a crt can change frames midways between with a smooth transition from on frame to the next this is why we can apprecaite those extra headshots. from a crt at 100 hz. This is not vsync this that is where the videocard starts drawing a certain frame before the last one is finished. this happens on a much faster rate. this is when the electron gun is halfway down and the video has no vsync problems and changes midway to which the electron gun draws a portion of the frame and then starts drawing the last poriton of the frame. (to complicated to explain) just dont aregue that its vysnc its not. vsync can happen in thru 3-4 frames whereas this happens are transistions i must say wihtin 1 hz of the 60 hz (are whatever you have defaluted) this is that flicker you see.if you turn up your resolution then its harder for the deflectors to push and pull your electron stream steady at a higher resolution thus you have to turn it down so there is no blurring! are use more of everything electornics wise like the fw900 and have hellacious back problems.
The reason that crts produce more accuate colors is because the phosphor creates the photon. unlike an lcd which blocks them. when you turn up your referesh rate you have less flicker which hurts your eyes you get exaclty at one time what yoru video card is produceing (depending on your connection lag).also you can take certain pins off of your cable nothing new and be able to run in resolution your video card can handle althought you may bring your crt down to as little as 9 hz not very good for your monitor i assure you. yes we have had high definiton on crt"s for years and even more so than your 720p 1080p stuff.
lcds work by haveing a back light that can be dynamic are static. they work on the process of deflecting light. every particlular color within humans can see has a particulare frequncey(and those we cant"t see) what we do to make things simple wiht an lcd is uses a crystal to oscillate back and fourth to counteract the color. depending on what frequency its oscillating at depends on what color the white backlight is comeing thru and changeing to . the crystal is at it"s fastest when ever it is showing black (i think it may be white but the process and the point are still the same.
lets take a video card produceing a frame at 80 fps every certain ms and running at 60 hz on a crt the screen would flicker and the crt would allow you to push 80 fps at 60 hz it would just flicker. an lcd would not it is limited by the 60hz cap and because 1 frame is one hz 60 hz per second so it frame skips.also during that time the crystals are oscillaing at say 2 ms. the crystals themselves can transition 4-6 times within each frame on gray2gray and 1-2 time on black to white. let say that we had a solid 2ms on every color. and 10ms frame and a 60 hz signal. you could change 5 times wihting that 10ms frame theroticly.and not have any blurrying. but the crystals are limited to 60 hz input. lets say we were to up the screen to 120 hz. what would happen unde these conditions. it would take the cap off of the crystals and they wouldn"t be waiting for a signal at 60 hz to tell them to change color they would change at a faster rate. maybe not at 120 hz but maybe somewhere around equal to a crt 72 -80 hz. and if you were to overdrive them even more than the manufacturers are doing now you could acheive even closer to a 120hz screen.
you silly consumers a 60 hz signal has nothign to do with the rate at which a crystal can osciallate. they don"t wont to change them as of yet its marketing. all they would have to do would be to change the the thickness of the crystal being cut. simple as that. have you ever noticed that the 120 hz screens are snappy then slow snappy then slow. with all kinds of problems. the pixels themseves can do 120 hz hell thats easy a crystal in a soundcard oscillates from 20 to 20,000 hz doesn"t it are correct me if im wrong please do! they are snappy because the signal is 60 hz and they are produceing 120 hz off of this signal.how canyou double your fps without a scaler chip? if there isn"t something driving it directly. the scaler chips used in todays monitors are exacly what is keeping us from hitting 120 hz. screens. you think becasue you can see the pixel(screendoor effect) that it limited to 60 hz no way. that is so freaking slow. what you need is a montor with a good scaleing chip. i have the l227wtg-pf and you wouldn"t tear it from my cold dead hands.
ok so yes you can have your monitor go faster than 60 hz its that manufactures need to produce monitors without scaler chips and the chips need to be manufactured in the video cards. yes my monitor can do 75 hz and i have no frame skipping. have you ever noticed that the image gets smoother whenever you have a lower response time no matter if its set at 60 hz are not. well once you get down to around 2 ms it can"t go any faster then 60 hz thats why we are stuck with no progress below 2 ms response time we are waiting for scaler chips that can go faster than 60 hz maybe 120 hz scaler chip and we can go to 1 ms . so you guys and gals who have monitors at 6 ms don"t even attempt to go past 60 hz you are no where near the 2 ms border. you won"t notice a diffrence! but for you guys who are lucky enought to have an l227wtg-pf like me who are proud of it. then we can enjoy 1:1 pixel mapping at all resoultions no yellow tinged whites and with a 2 ms response time. by the way modern panels that are tn within the last 2 years are way better than they were years ago. and even thought it has a viewing angle like all tn"s its ability to give me clear games and deep vivid colors is far superior to me than an h-ips that is cap limited at around 50 hz. when you pull those pins out it lets your scaler chip and edid not no what you are doing therfore allowing you to take advantage of your pixels repsonse time not your fps cap you can have up to 5 transitions wihtn 1frame on an lcd but teh scaler chip and firmware frame cut it.
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