Playing VR games dizzy? See how the refresh rate and frame count affect you

With the outbreak and popularity of VR, more and more people can now access VR equipment. Whether it is an external helmet or a mobile phone VR or an all-in-one machine, we can often hear two words: refresh rate (Hz) And the number of frames (fps). So what do these two words mean? What is the impact on the VR experience? I will answer this question in detail for you today:

If you often experience VR glasses, then you will encounter a problem in all likelihood, that is dizziness, to solve the dizziness problem, we must solve the delay, and to solve the delay, we can not avoid the refresh rate and frame number.

Refresh rate and number of frames

The refresh rate, as the name implies, is that the graphics card will display the refresh rate of the signal output. For example, 60Hz is the output of the signal to the display 60 times per second. The refresh rate is determined by the display.

The number of frames refers to the speed at which the picture changes. 60fps is to generate 60 picture pictures per second (in theory, each frame is a different picture). The number of frames FPS is determined by the graphics card.

As long as the graphics card is strong enough, the number of frames can be very high, as long as the number of frames is high, the picture is smooth. That's why HTC Vive needs a high-end computer to play with it - first the graphics card is good.

In layman's terms, 60Hz, equivalent to our eyes staring at a person instantly blinked 60 times; 60fps, equivalent to our eyes instantly saw 60 people.

The relationship between the number of frames and the refresh rate

I can often see how high the refresh rate of some VR glasses is, and can prevent dizziness. I tell you, you may be cheated, because it is not very useful to only increase the refresh rate. On VR, the refresh rate leaves the number of frames without any meaning.

Assuming that the number of frames is 1/2 of the refresh rate, that means that the picture output to the display every two times is a picture.

Conversely, if the number of frames is twice the refresh rate, then each time the picture is changed twice, only one of them is sent by the graphics card and displayed on the display. This means that the number of frames higher than the refresh rate is the number of invalid frames, which does not improve the picture effect, but may cause the picture to be abnormal.

In general, when you experience HTC Vive, your PC host (graphics card) and VR head display (screen) are all in the same book.

The graphics card is responsible for flipping pages. The faster the number of frames is, the higher the number of frames will be transmitted to the screen. The screen is responsible for quickly browsing the pages received from the graphics card. The faster the browsing rate, the higher the refresh rate.

Therefore, when the two add up, we have the VR picture in front of us, that is, the refresh rate and the number of frames must match, in order to get a smooth VR game experience.

Otherwise, the graphics card will help you flip 100 pages of books per second (100 frames per second), while the screen can only browse 60 pages per second (refresh rate is 60Hz), you can only see 60 pages of pictures, the rest You didn’t see it on page 40. It turned white.

For VR, if you want to experience it, you don't feel dizzy. The refresh rate and frame number need to reach at least 90 levels to be able to do it. When they reach 120, they may not be dizzy. Unfortunately, most of the current VR are mixed on 60, and even the number of frames is only 30fps, so dizziness is certain.

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