I know that for many of you may seem a silly question, but I need your opinion in a debate with some friends
A doubt, most of people shows a relationship between the refresh rate and fps! to me it does not follow that there can be this kind of connection between things.
The frequency is the period of time that elapses between two refresh full image, or better those refresh in a unit of time, while the fps is the ability of the GPU to generate the frames FramePerSecond! I can easily have 60 Hz of frequency and 4000 fps eek:).
Am I wrong?
It's called vsync. Basically to reduce GPU load redraws are synced with the screen refresh rate. If your screen refresh rate is 60Hz, the GPU will be locked to 60FPS and no more, because you won't see the other frames anyway. But if you disable vsync, you can go up to huge FPS numbers, but you won't see all those frames.
Well one doesn't influence the other in any way physically, but ideally you want the frame rate generated by the device or system to equal or exceed your screen's refresh rate.
They are very similar in how they are calculated, refreshes per second and frames per second, so the relationship you refer to is what our "eyes" see and detect thus the frames per second should match the screens refresh rate per second.
For the best experience this day and age example:
At least 60 frames per second >= 60 refreshes per second.
-smc
http://forums.nvidia.com/index.php?showtopic=193059
thank you for your replies guys!
Out of interest, is it a 60hz screen thats in the XS?
Scratchling said:
Out of interest, is it a 60hz screen thats in the XS?
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yes
Related
Is it possible to change the Refresh Rate of the screen? The reason being that when I play 25fps movies or 24fps I want them to play judder free, just like my TV which changes to 24p.
The refresh rate and the frame rate are not related:
http://en.wikipedia.org/wiki/Refresh_rate#Liquid_crystal_displays
http://en.wikipedia.org/wiki/Frame_rate
If you are seeing judder, the cause is not the refresh rate (which is 60 Hz). A typical DVI / HDMI desktop LCD screen also has 60 Hz. Have you seen judder when watching a movie on the desktop display?
Yes on a 60hz display you get judder on a 24p source, which is why tvs render at a multiple of 24.
Look up 3:2 pulldown it erik explain things
Sent from my GT-I9100 using Tapatalk
I'm looking at the first episode from Game of Thrones, 720p, 23.976 fps. I see no difference between watching it on SGS2 and on a display with HDMI at 60 HZ (other than being ultracrisp on SGS2). I also see no "judder difference" between this and seeing a movie at the cinema. Could it be that I got so used to it? Could it be that the software players do such a good job? I can see some judder occasionally, if I sit really close to the display.
The comments from here are very interesting.
It's because you are used to it. Please do not read anymore of my post if you are used to it because once you see it, you will see it everywhere!
Basically when you play a 23.976fps film on a 60hz display it doesn't divide into a whole number, so some of the frames are repeated which causes less smooth motion. You notice it mostly on panning shots. A good example of it is in opening sequence of the film Shooter (2007).
You'll always have judder from the nature of 24fps video, as it's low frame rate in comparison to what the human eye can perceive which is probably around 50fps. To notice it, take a look at any talk show or sports broadcast on TV they are broadcast at 50 and 60fps. If you slowed that down to 24fps you'd notice straight away.
Btw started watching games of thrones last night, great show!
is it possible to remove the 60 fps cap that samsung has put on our devices. I dnt like limitations
Anarchist310000 said:
is it possible to remove the 60 fps cap that samsung has put on our devices. I dnt like limitations
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More than 60 is useless .
Anarchist310000 said:
is it possible to remove the 60 fps cap that samsung has put on our devices. I dnt like limitations
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The display registers at 60MHz meaning any fps above this will not look smoother or in any way better. In fact you'd simply be pushing the device harder using more battery for zero improvements. Apart from certain benchmarks of course, which is a ridiculous reason to mod a device anyway.
Anarchist310000 said:
is it possible to remove the 60 fps cap that samsung has put on our devices. I dnt like limitations
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Frankly, your opinion is uneducated. The screen of the Galaxy S II has a refresh rate of 60 Hertz, meaning the screen physically cannot display any material higher than 60 frames per second. If you uncap the software frame rate, then the CPU and GPU of the phone will work harder to render as much material as possible - let's say in this case, we have something that has 80 frames to display in a single second. Yet since the screen cannot display 80 frames per second, 20 of those frames will never be shown, and the resulting movement could even suffer from tearing because of the mismatched refresh rate and frame rate. In order to fix tearing, a technique called vertical sync is employed, which would cut frame rates to 60fps in order to eliminate the extra frames which cause tearing.
So, if we remove the frame rate cap on Samsung's version of Android, then what do we accomplish? We increase the workload on the phone's processors, increasing heat output and decreasing battery life. Rendering above 60fps will generate frames which are never shown, and will introduce visual glitches if vertical sync is not used; vertical sync, in turn, would cap the frame rate to 60fps once again. I hope this post has been helpful.
i'm pretty sure the limit is due to the AMOLED display hardware not being capable of higher than 60Hz, but someone correct me if i'm wrong.
however on some of the tegra II phones, the LCD screens have been getting up to 100 FPS on some benchmarks/tests/examples. so i think its the AMOLED that has the cap for the SGS2.
Be happy its not an EVO.
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The point, I'm sure, would be to shut up tegra 2 fanboys once and for all...which would be a nice thing.
bcam117 said:
The point, I'm sure, would be to shut up tegra 2 fanboys once and for all...which would be a nice thing.
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Use Nenamark2 benchmark. It's powerful that it doesn't hit the 60fps. Tegra 2 is only little bit faster than original Galaxy S. SGS2 is twice faster than SGS.
developing said:
Frankly, your opinion is uneducated. The screen of the Galaxy S II has a refresh rate of 60 Hertz, meaning the screen physically cannot display any material higher than 60 frames per second. If you uncap the software frame rate, then the CPU and GPU of the phone will work harder to render as much material as possible - let's say in this case, we have something that has 80 frames to display in a single second. Yet since the screen cannot display 80 frames per second, 20 of those frames will never be shown, and the resulting movement could even suffer from tearing because of the mismatched refresh rate and frame rate. In order to fix tearing, a technique called vertical sync is employed, which would cut frame rates to 60fps in order to eliminate the extra frames which cause tearing.
So, if we remove the frame rate cap on Samsung's version of Android, then what do we accomplish? We increase the workload on the phone's processors, increasing heat output and decreasing battery life. Rendering above 60fps will generate frames which are never shown, and will introduce visual glitches if vertical sync is not used; vertical sync, in turn, would cap the frame rate to 60fps once again. I hope this post has been helpful.
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well as u said it was an uneducated question and thank u for explaining to me the reasons why it would not be wise to even attempt a mod like this.
developing said:
Frankly, your opinion is uneducated. The screen of the Galaxy S II has a refresh rate of 60 Hertz, meaning the screen physically cannot display any material higher than 60 frames per second. If you uncap the software frame rate, then the CPU and GPU of the phone will work harder to render as much material as possible - let's say in this case, we have something that has 80 frames to display in a single second. Yet since the screen cannot display 80 frames per second, 20 of those frames will never be shown, and the resulting movement could even suffer from tearing because of the mismatched refresh rate and frame rate. In order to fix tearing, a technique called vertical sync is employed, which would cut frame rates to 60fps in order to eliminate the extra frames which cause tearing.
So, if we remove the frame rate cap on Samsung's version of Android, then what do we accomplish? We increase the workload on the phone's processors, increasing heat output and decreasing battery life. Rendering above 60fps will generate frames which are never shown, and will introduce visual glitches if vertical sync is not used; vertical sync, in turn, would cap the frame rate to 60fps once again. I hope this post has been helpful.
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A doubt,from your post ... shows a relationship between the refresh rate and fps, to me it does not follow that there can be this kind of connection between things.
The frequency is the period of time that elapses between two refresh full image, or better those refresh in a unit of time, while the fps is the ability of the GPU to generate the frames FramePerSecond, I can easily have 60 Hz of frequency and 4000 fps (sbav sbav).
Am I wrong?
Going above 60fps it's like looking at 300+ ppi screen.. you won't notice any significant difference..
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Does anyone know what the screen refresh rate is for our devices? Just wondering if we'd be able to watch 3D movies on it with those 3D glasses (not the blue/red ones).
PS. I love 3D. 3DSteroid and Camera3D FTW!
Screen can do 60hz. As far as watching 3D stuff, it would have to be the coloured classes unless you could find some active glasses that paired via bluetooth and stuff, so unlikerly.
The screen of the Galaxy S II has a refresh rate of 60 Hertz, so the screen physically cannot display any material higher than 60 frames per second. If you uncap the software frame rate, then the CPU and GPU of the phone will work harder to render as much material as possible - let's say in this case, we have something that has 80 frames to display in a single second. Yet since the screen cannot display 80 frames per second, 20 of those frames will never be shown, and the resulting movement might even suffer from tearing because of the mismatched refresh rate and frame rate. In order to fix tearing, vertical sync is employed, which would cut frame rates to 60fps in order to eliminate the extra frames which cause tearing.
So, if we remove the frame rate cap on the SGS2, then what do we accomplish? We increase the workload on the phone's processors, increasing heat output and decreasing battery life. Rendering above 60fps will generate frames which are never shown, and will introduce visual glitches if vertical sync is not used.
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Regards.
..
I Found This In A N4 Thread.
Just Add This Line To build.prop And Reboot.
Code:
debug.egl.swapinterval=0
Again,This CAN Cause Glitches,So Depends On The User.
NOT RECOMMENDED FOR DAILY USAGE.
Enjoy.
Here Are Some Benches.
Nenamark 2-144fps
Quadrant-8264
Regards,
acervenky,
XPT
Works! Pass Mark bench is the highest 4716
Can see as high as 102 during quadrant.
OG e970 stock+
mystery emotionz 6.1
1.8 GHz oc/uv
Does this have any other benefits beyond benchmark
I've had some interesting results enabling this.
I havent run any benchmarks, but running GTA Vice City with this enabled does make for smoother gameplay, but also gives minor graphical tearing .
As far as I know, our screens are only 60hz. Anything above 60fps is almost pointless and would cause more harm than not. Yes, you may see smoother gameplay, but you're overworking the GPU for a slight boost and visual problems.
I'm not a developer or anything of the sort from Android but I do a LOT of tinkering and programming with computers so I expect the same results since smart phones are Pretty much the same.
Sent from my CM10.2 LG-E970
I would wager this is harmful.... As the user above me pointed out they're no gains to be had in terms of usage.
Outside of that it's one thing to go past 60 fps on a desktop or even laptop designed to handle more intense graphics but, there is no exhaust in your phone which works twice as hard for no real reason.
The excess heat just increases your chances of nasty things happening.. And I mean nasty you need a new phone before 2 years type things.
Sent from my LG-E970 using xda app-developers app
Warning heeded... I don't game though I just like to tweak. I never use intense graphics for long stretches and it makes a difference in short bursts when I'm browsing video heavy sites or watching short videos (placebo, maybe). I'm also a benchmark whore (no shame). I expect to not make two years anyway. .. G2 is sweet and who knows what will be here by next summer, lol. Thanks though.
OG e970 stock+
mystery emotionz 6.1
1.8 GHz oc/uv
---------- Post added at 07:54 AM ---------- Previous post was at 07:43 AM ----------
Neroga said:
As far as I know, our screens are only 60hz. Anything above 60fps is almost pointless and would cause more harm than not. Yes, you may see smoother gameplay, but you're overworking the GPU for a slight boost and visual problems.
I'm not a developer or anything of the sort from Android but I do a LOT of tinkering and programming with computers so I expect the same results since smart phones are Pretty much the same.
Sent from my CM10.2 LG-E970
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You may be thinking refresh rate... that's the screen measurement. I've never seen one for a phone. Fps is video source measure, chip. I'm definitely no techy, but would it cause that much more heat... it's not overclocking (although I am) just running at higher speeds longer, maybe. No extra heat yet, mhl for movies most intense thing I've done since tweak though.
OG e970 stock+
mystery emotionz 6.1
1.8 GHz oc/uv
Ok, time to clear some stuff up. Unless specifically stated in a lcd display's specifications, and it was made in the last few years, it only supports up to a 60hz refresh rate. No matter what you do, you can't make it refresh faster. You'll just get screen tearing and your GPU will consume more electricity and generate more heat. This isn't a cathode ray tube display with adjustable refresh rate.
Sent from my Optimus G using xda premium
Frame rate/Refresh rate the same?
I was just wondering if frame rate and refresh rate are both the same. For example in a PC if the screen's refresh rate is , say 60 Hz. Won't it be able to display anything with frame rates greater than 60? If so, I beleive it applies to the mobiles too. Can someone clear up this mystery for me with some citations?
Thanks
Andromann said:
I was just wondering if frame rate and refresh rate are both the same. For example in a PC if the screen's refresh rate is , say 60 Hz. Won't it be able to display anything with frame rates greater than 60? If so, I beleive it applies to the mobiles too. Can someone clear up this mystery for me with some citations?
Thanks
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Correct and as Death said, it'll cause screen tearing on mobile devices. 60fps matches the 60hz of our screens. I'm not too familiar with how this works on Android, but if you could raise the fps to about 65 then you'd notice a boost in performance when it comes to games. 60 is ideal for gaming but with the cap at 60 it tends to dip below frequently and causes slight lag. 65 would make everything stay nice and smooth and shouldn't give you any graphical errors as well as not burning battery life.
Sent from my Paranoid 4.3 LG-E970
Neroga said:
Correct and as Death said, it'll cause screen tearing on mobile devices. 60fps matches the 60hz of our screens. I'm not too familiar with how this works on Android, but if you could raise the fps to about 65 then you'd notice a boost in performance when it comes to games. 60 is ideal for gaming but with the cap at 60 it tends to dip below frequently and causes slight lag. 65 would make everything stay nice and smooth and shouldn't give you any graphical errors as well as not burning battery life.
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mmm.. i'm sorry but i think that you're confusing fps caps with vertical synch, fps caps give almost no fps drops because it only throw away every frame superior to the cap, but with vsync caps it to 60fps but it synchronize it with the lcd hz, fps caps can cause tearing even at same framerate than lcd hz but vsync doesn't
D4rk_W0lf said:
mmm.. i'm sorry but i think that you're confusing fps caps with vertical synch, fps caps give almost no fps drops because it only throw away every frame superior to the cap, but with vsync caps it to 60fps but it synchronize it with the lcd hz, fps caps can cause tearing even at same framerate than lcd hz but vsync doesn't
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A fps cap does not discard frames. It will not render the extra frames. The GPU will fills it's clocks with NOP instructions until it needs to render the next frame.
Wouldn't this be useful if someone has attached his smartphone to External display , which supports displays with higher refresh rates .:good:
Get a screen, it runs as 1024x768p 60Hz, but I want to change its frame rate, make it run as 30 Hz, but I am nit sure its 1024x768p 30Hz screen parameters.
HungryJerry said:
Get a screen, it runs as 1024x768p 60Hz, but I want to change its frame rate, make it run as 30 Hz, but I am nit sure its 1024x768p 30Hz screen parameters.
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Hi, I don't think it's possible.