Frames per second in the context of "Xbox Series X and Series S"

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👉 Frames per second in the context of Xbox Series X and Series S

The Xbox Series X and Xbox Series S are the fourth generation of consoles in Microsoft's Xbox series, succeeding the previous generation's Xbox One. Released on November 10, 2020, the higher-end Series X and lower-end Series S are part of the ninth generation of video game consoles, which also includes Sony's PlayStation 5, released the same month.

Like the Xbox One, the consoles use an AMD 64-bit x86-64 CPU and GPU. Both models have solid-state drives to reduce loading times, support for hardware-accelerated ray-tracing and spatial audio, the ability to convert games to high-dynamic-range rendering using machine learning (Auto HDR), support for HDMI 2.1 variable refresh rate and low-latency modes, and updated controllers. Xbox Series X was designed to nominally render games in 2160p (4K resolution) at 60 frames per second (FPS). The lower-end, digital-only Xbox Series S, which has reduced specifications and does not include an optical drive, was designed to nominally render games in 1440p at 60 FPS, with support for 4K upscaling and ray tracing. Xbox Series X/S are backwards-compatible with nearly all Xbox One-compatible games and accessories (including Xbox 360 and original Xbox games that were made backward-compatible with Xbox One); the newer hardware gives games better performance and visuals. At launch, Microsoft encouraged a "soft" transition between generations, similar to PC gaming, offering the "Smart Delivery" framework to allow publishers to provide upgraded versions of Xbox One titles with optimizations for Xbox Series X/S.

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Frames per second in the context of Digital video

Digital video is an electronic representation of moving visual images (video) in the form of encoded digital data. This is in contrast to analog video, which represents moving visual images in the form of analog signals. Digital video comprises a series of digital images displayed in rapid succession, usually at 24, 25, 30, or 60 frames per second. Digital video has many advantages, such as easy copying, multicasting, sharing and storage.

Digital video was first introduced commercially in 1986 with the Sony D1 format, which recorded an uncompressed standard-definition component video signal in digital form. In addition to uncompressed formats, popular compressed digital video formats today include MPEG-2, H.264 and AV1. Modern interconnect standards used for playback of digital video include HDMI, DisplayPort, Digital Visual Interface (DVI) and serial digital interface (SDI).

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Frames per second in the context of High-speed camera

A high-speed camera is a device capable of capturing moving images with exposures of less than 1/1000 second, or frame rates in excess of 250 frames per second. It is used for recording fast-moving objects as photographic images onto a storage medium. After recording, the images stored on the medium can be played back in slow motion. Early high-speed cameras used photographic film to record the high-speed events, but have been superseded by entirely electronic devices using an image sensor (e.g. a charge-coupled device (CCD) or a MOS active pixel sensor (APS)), typically recording over 1000 frames per second onto DRAM, to be played back slowly to study the motion for scientific study of transient phenomena.

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Frames per second in the context of Slow motion

Slow motion (commonly abbreviated as slow-mo or slo-mo) is an effect in film-making whereby time appears to be slowed down. It was invented by the Austrian priest August Musger in the early 20th century. This can be accomplished through the use of high-speed cameras and then playing the footage produced by such cameras at a normal rate like 30 fps, or in post production through the use of software.

Typically this style is achieved when each film frame is captured at a rate much faster than it will be played back. When replayed at normal speed, time appears to be moving more slowly. A term for creating slow motion film is overcranking which refers to hand cranking an early camera at a faster rate than normal (i.e. faster than 24 frames per second). Slow motion can also be achieved by playing normally recorded footage at a slower speed. This technique is more often applied to video subjected to instant replay than to film. A third technique uses computer software post-processing to fabricate digitally interpolated frames between the frames that were shot. Motion can be slowed further by combining techniques, such as for example by interpolating between overcranked frames. The traditional method for achieving super-slow motion is through high-speed photography, a more sophisticated technique that uses specialized equipment to record fast phenomena, usually for scientific applications.

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