F|AR Term

Frame Rate (FPS)

Also known as:Frames per secondFPSFramerate

Frame rate is the number of image frames produced or presented each second, usually expressed as frames per second (FPS). In interactive AR, it helps describe how frequently the visual scene updates.

More updates can make the same motion easier to follow

Picture a moving highlight travelling around a painting. With fewer distinct updates, it advances in larger steps. With more updates, those steps become smaller. Both paths in the animation take the same time: one updates 24 times per second, the other six. This is a deliberately simple comparison inside a 24 FPS video, not a measurement of your device or a simulation of 60 or 90 FPS.

The left position updates 24 times per second; the right updates six times. Playback conditions may affect what you see. Neither side demonstrates 60 FPS. Play the short loop to see the change.

Frame rate, refresh rate and video FPS

A display refresh rate, measured in hertz, describes how often the screen refreshes. Rendered FPS describes the images the application produces. A video file has its own frame rate, too: playing a 24 FPS film inside an AR scene does not require the surrounding scene to update only 24 times per second. These rates interact, but they describe different stages. Reporting a number without identifying the stage can hide the actual problem.

Even timing matters as well as the average

At 60 evenly spaced frames per second, each frame has about 16.7 milliseconds; at 30, about 33.3 milliseconds. Those are timing examples, not universal targets. A sequence with occasional long pauses may feel jerky despite a respectable average. Latency measures delay from an event to a response, so a high FPS figure alone does not prove that tracking or input feels immediate. Frame pacing describes the consistency of the intervals.

Aim for a reliable visitor experience

For a Painta artwork, test the full composition on a representative phone after it has been running for a while. An expensive material, large textures, many draw calls or several media layers can add work. Investigate the bottleneck before stripping away meaningful detail. Asset optimization should preserve the artwork while improving sustained playback. Use observations and measurements from the intended viewer rather than treating the editor computer as a proxy for every visitor.

Related concepts and further reading

MDN: animation performance and frame rate

MDN: requestAnimationFrame timing