Refresh rate in the context of "Vector display"

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⭐ Core Definition: Refresh rate

The refresh rate, also known as vertical refresh rate, vertical scan rate or vertical frequency in reference to terminology originating with cathode-ray tubes (CRTs), 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 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. For computer programs or telemetry, the term is sometimes applied to how frequently a datum is updated with a new external value from another source (for example; a shared public spreadsheet or hardware feed).

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In this Dossier

Refresh rate in the context of Video

Video is an electronic medium for the recording, copying, playback, broadcast, and display of moving-image media. Video was first developed for mechanical television systems, which were quickly replaced by cathode-ray tube (CRT) systems, which, in turn, were replaced by flat-panel displays.

Video systems vary in display resolution, aspect ratio, refresh rate, color reproduction, and other qualities. Both analog and digital video can be carried on a variety of media, including radio, magnetic tape, optical discs, computer files, and network streaming.

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Refresh rate in the context of Nintendo Switch 2

The Nintendo Switch 2 is a hybrid video game console developed by Nintendo, released in most regions on June 5, 2025. Like the original Switch, it can be used as a handheld, as a tablet, or connected via the dock to an external display, and the Joy-Con 2 controllers can be used while attached or detached. The Switch 2 has a larger liquid-crystal display, more internal storage, and updated graphics, controllers and social features. It supports 1080p resolution and a 120 Hz refresh rate in handheld or tabletop mode, and 4K resolution with a 60 Hz refresh rate when docked.

Games are available through physical game cards and Nintendo's digital eShop. Some game "key" cards contain no data and require players to download the game content via an internet connection. Select Switch games can use the improved Switch 2 performance through either free or paid updates. The Switch 2 retains the Nintendo Switch Online subscription service, which is required for some multiplayer games and provides access to the Nintendo Classics library of older emulated games; GameCube games are exclusive to the Switch 2. The GameChat feature allows players to chat remotely and share screens and webcams.

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Refresh rate in the context of Amateur television

Amateur television (ATV) is the transmission of broadcast quality video and audio over the wide range of frequencies of radio waves allocated for radio amateur (ham) use. ATV is used for non-commercial experimentation, pleasure, and public service events. Ham TV stations were on the air in many cities before commercial television stations came on the air. Various transmission standards are used, these include the broadcast transmission standards of NTSC in North America and Japan, and PAL or SECAM elsewhere, utilizing the full refresh rates of those standards. ATV includes the study of building of such transmitters and receivers, and the study of radio propagation of signals travelling between transmitting and receiving stations.

ATV is an extension of amateur radio. It is also called ham TV or fast-scan TV (FSTV), as opposed to slow-scan television (SSTV).

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Refresh rate in the context of Quest 2

The Quest 2 is a standalone virtual reality headset developed by Reality Labs, a division of Meta Platforms. It was unveiled on September 16, 2020, and released on October 13, 2020 as the Oculus Quest 2, as the second generation of the Quest line. It was then rebranded as the Meta Quest 2 in 2022, as part of a company-wide phase-out of the Oculus brand following the rebranding of Facebook, Inc. as Meta.

The Quest 2 is an updated version of the original Oculus Quest with a lighter weight, updated internal specifications, a display with a higher per-eye resolution and refresh rate, and updated Oculus Touch controllers with improved battery life. As with its predecessor, the Quest 2 can run as either a standalone headset with an internal, Android-based operating system, or with Oculus Rift-compatible VR software running on a personal computer.

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Refresh rate in the context of Active shutter 3D system

An active shutter 3D system (a.k.a. alternate frame sequencing, alternate image, AI, alternating field, field sequential or eclipse method) is a technique for displaying stereoscopic 3D images. It works by only presenting the image intended for the left eye while blocking the right eye's view, then presenting the right-eye image while blocking the left eye, and repeating this so rapidly that the interruptions do not interfere with the perceived fusion of the two images into a single 3D image.

Modern active shutter 3D systems generally use liquid crystal shutter glasses (also called "LC shutter glasses" or "active shutter glasses"). Each eye's glass contains a liquid crystal layer which has the property of becoming opaque when voltage is applied, being otherwise transparent. The glasses are controlled by a timing signal that allows the glasses to alternately block one eye, and then the other, in synchronization with the refresh rate of the screen. The timing synchronization to the video equipment may be achieved via a wired signal, or wirelessly by either an infrared or radio frequency (e.g. Bluetooth, DLP link) transmitter. Historic systems also used spinning discs, for example the Teleview system.

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