A refresh rate describes how many times per second a screen draws a new image. It is measured in hertz (Hz): a 60 Hz display updates sixty times per second, a 120 Hz display updates one hundred twenty times per second, and so on. The refresh rate is a property of the display hardware itself (televisions, computer monitors, and other screens) and differs from the frame rate produced by a source device. For example, a media player, game console, or computer graphics card sends frames (measured in frames per second, fps) while the display refreshes at its own fixed or variable rate. See a general explanation for televisions: television displays, and for desktop monitors: computer monitors.

How refresh rate relates to frame rate and motion

A device may generate frames faster or slower than the display refreshes. When frame rate equals refresh rate, each refresh can show a new frame and motion appears smooth. If the frame rate is lower than the refresh rate, some refreshes repeat the same frame and motion may look juddery. If the frame rate is higher than the refresh rate, the display cannot show every frame, which can lead to tearing unless synchronization methods are used. Common synchronization strategies include v-sync and adaptive sync systems that attempt to match or vary the display update to the source frame delivery; these techniques are widely discussed in technical resources: refresh and sync basics.

  • Refresh rate (Hz): how often the display updates its image per second.
  • Frame rate (fps): how many image frames a source provides each second.
  • Response time: how quickly individual pixels change state; a separate factor that affects perceived blur.
  • Motion interpolation: some TVs insert synthetic frames to increase apparent frame rate, which is different from native refresh capability.

Different technologies (LCD, OLED, and older CRTs) handle refresh and persistence in distinct ways. Early CRT displays relied on high refresh rates to avoid visible flicker; modern flat panels usually show continuous images between refreshes but can still exhibit motion blur if refresh rate or pixel response is insufficient. Developers and users commonly choose displays based on intended use: office productivity, film viewing, or competitive gaming. For gaming and fast-motion content, higher refresh rates (120 Hz, 144 Hz, 240 Hz and above) are popular because they reduce perceived motion blur and improve responsiveness. Manufacturers and reviewers often compare these trade-offs; for general guidance see: display choices.

History and practical importance

Historically, refresh rate became a key specification with cathode-ray tube (CRT) monitors where flicker at low refresh rates caused eye strain. With the transition to LCD and emissive panels, flicker became less prominent but motion rendering remained tied to refresh and response characteristics. In professional and consumer markets the push toward higher refresh rates accelerated with video games and esports, where smoother motion and lower input latency provide perceptible advantages. At the same time, content sources and graphics hardware evolved to deliver higher frame rates, prompting displays to support faster refresh capabilities.

Choosing and comparing refresh rates

When evaluating a display, consider refresh rate together with resolution, panel type, pixel response time, and whether the device supports adaptive sync. For many movies and television programs that are produced at 24 or 30 fps, a 60 Hz display is sufficient to reproduce native frames without excessive judder. For interactive graphics or competitive gaming, higher refresh rates reduce the time between a rendered frame and its visible update, improving smoothness and perceived input responsiveness. For more detailed comparisons and common scenarios, see manufacturer guides and technical reviews: comparison resources.