Definition: The refresh rate tells how often a display redraws its image per second. It is measured in hertz (Hz): 90 Hz means 90 image changes per second. The frame rate (fps) is different: it is the number of images that the application actually calculates. A 3D representation looks smooth only when the two match.

In B2B mechanical engineering, the refresh rate is relevant for: VR training and design reviews (comfort and prevention of nausea), AR applications in service (stable overlay), trade show kiosks and large screens (steady display), and web and tablet viewers in sales.

Advantage: When you know the refresh rate, you can optimize 3D models in a targeted way and select suitable hardware.

English: Refresh Rate, Display Refresh Rate
German: Bildwiederholrate, Bildwiederholfrequenz

How It Works

Refresh rate vs. frame rate

Term Unit What determines it?
Refresh rate Hz The display
Frame rate fps The application or GPU

Example: A 60 Hz display shows a maximum of 60 new images per second, even if the GPU supplies 100 fps. If the application supplies only 40 fps, the display shows some images twice, and the movement stutters.

Synchronization

  • V-Sync: The application waits with each image for the next image change. This prevents image tearing, but it can cause delay.
  • Variable Refresh Rate (VRR): The display adapts its frequency to the frame rate. Implementations are VESA Adaptive-Sync (DisplayPort), HDMI VRR, and NVIDIA G-Sync and AMD FreeSync.

The frame budget

The refresh rate gives the time that is available for each image:

Refresh rate Frame budget
60 Hz 16.7 ms
72 Hz 13.9 ms
90 Hz 11.1 ms
120 Hz 8.3 ms

In this time, the CPU and GPU must calculate the complete scene. In VR, each image is also rendered for two eyes. If the application exceeds the budget, the image is not ready in time.

Refresh Rate in XR Devices

Typical values (as of 2026)

  • Meta Quest 3 / 3S: 72, 90 and 120 Hz. Meta requires a minimum of 72 fps for Quest apps
  • Apple Vision Pro (M5): up to 120 Hz, and also 90 and 96 Hz (96 Hz for 24 fps film material)
  • Monitors and kiosk displays: often 60 Hz, much more in the gaming sector
  • Tablets and smartphones: 60 Hz to 120 Hz, depending on the model

Why headsets need higher rates

A display directly in front of the eyes moves with each head rotation. If the image stutters or lags behind the movement, what you see does not match your sense of balance. The result can be motion sickness.

Motion-to-photon latency

This is the time between a head movement and the visible image change. The guideline for comfortable VR is approx. 20 ms. Higher refresh rates shorten the wait for the next image change and help to reach this value.

Reprojection

When an application misses an image, the headset shifts the last image to match the current head position (Timewarp, Spacewarp). This reduces stutter, but it does not replace a stable frame rate.

B2B Applications

Training in VR

Operator training on a packaging machine often takes longer than a demo. Requirement: A stable frame rate for the complete session. If not, the risk of nausea increases. Practice: A stable 72 or 90 fps is better than an unstable 120 fps.

Design review with detailed models

A complete CNC machining center from CAD quickly exceeds the frame budget. Solutions: - Polygon reduction and level of detail - Hide components that are not visible - Render computationally intensive scenes through streaming on powerful hardware

Service with AR

With AR, the overlay must "stick" firmly to the real machine. Low frame rates make content float. Stable tracking (SLAM) and a constant frame rate belong together.

Trade shows and kiosks

Kiosk displays often run at 60 Hz. For product viewers, this is usually sufficient. Important: Keep the 60 fps stable, especially during continuous operation over several trade show days.

Sales in the browser

Web viewers based on WebGL run on very different hardware. A model that is smooth on a laptop can stutter on an older tablet. Recommendation: Test on the weakest target device.

Platform comparison

Platform Typical target rate Tolerance for stutter
Web/desktop 60 fps Medium
Mobile/tablet 60 fps Medium
Kiosk 60 fps Medium
AR (mobile/headset) 60-90 fps Low
VR 72-120 fps Very low

Staying Within the Frame Budget

Measure instead of estimate

Only a measurement on the target hardware shows if a scene fits into the budget. First check if the CPU or the GPU is the bottleneck. The displayed GPU usage can be misleading: according to Meta, an application can exceed its budget although the GPU appears to be only about two-thirds utilized.

Typical adjustments

  1. Geometry: Simplify CAD data through the 3D pipeline, remove internal components
  2. Draw calls: Combine many single parts into a few objects
  3. Materials and textures: Compressed textures, simple shaders
  4. Light and shadows: Precalculate the lighting instead of calculating it in real time
  5. Foveated rendering: On headsets with eye tracking, render only the gaze area at full resolution

One model, several quality levels

A VR headset with 90 Hz, a tablet with 60 Hz and a kiosk PC have very different reserves. A proven method is to derive several levels of detail from one source model and to deliver the suitable level for each platform.

Frequently Asked Questions (FAQ)

Is a higher refresh rate always better?

Not automatically. It shortens the frame budget and increases the computing load and the power consumption. Rule of thumb: Select the rate that the application can keep stable on the target hardware.

Which frame rate do I need for VR training?

For Meta Quest apps, Meta requires a minimum of 72 fps. Many applications aim for 90 fps. A constant frame rate without drops is the most important point.

Why does my 3D model stutter even with a fast graphics card?

Possible causes: the CPU is the bottleneck, the display runs at a low frequency, or V-Sync halves the frame rate when the budget is just missed. Solution: Measure with a profiler if the CPU or the GPU is the limit.

What does the refresh rate have to do with motion sickness?

Stutter and delay cause a conflict between vision and the sense of balance. High, stable frame rates and low latency decrease the risk. Other factors are artificial locomotion and session duration (immersion).

Must I buy a 120 Hz display for the trade show kiosk?

Usually not. For product viewers, 60 Hz with a stable frame rate is sufficient. Higher rates are mainly worth it for fast camera movements.

Industry Standards and Technologies

Display: - Real-time rendering – display in real time - WebGL – 3D in the browser - 3D pipeline – optimization from CAD to real time - 3D model – geometry and complexity - Frame rate – images per second - Level of detail – detail levels

XR technologies: - Virtual reality – fully virtual environment - Augmented reality – digital content in a real environment - Mixed reality – combination of real and virtual - Extended reality (XR) – umbrella term - visionOS – Apple spatial computing - HoloLens – Microsoft MR headset

Perception and comfort: - Immersion – feeling of being immersed - Eye tracking – basis for foveated rendering - Motion sickness – nausea caused by movement - Motion-to-photon latency – delay between movement and image - Reprojection – compensation for missed frames

Tracking: - SLAM – spatial localization - Markerless tracking – tracking without markers - Sensors – motion capture