FPS
FPS stands for frames per second, or on average, how
many different frames of animation are displayed in a game over
the course of one second. This number can vary wildly depending
on the complexity of a game (at any given moment) and the hardware
used to run it; in fact, a fractional FPS number would result in
frames that actually take more than one second to display, akin
to a slideshow.
Many people say that having high FPS in games is not
necessary, citing the fact that films are typically recorded at
24 FPS and American television runs at 30 FPS (or technically, 29.97
FPS). What these people fail to realize, is that cameras record
more than one perfect "instant" on film; depending on
their shutter speed, they actually record an entire interval of
time which captures any motion which occurred within it--which is
why even the best films on DVD are blurred to some degree when paused,
as the entire range of motion was compressed into that image. In
a film, every second of actual time is represented and accounted
for in the recording. However, in a computer game, each screen you
see is indeed only an "instant" and each must be constructed
and displayed individually.
How many FPS required for a game to appear smoothly
varies wildly depending on the genre. For an extreme example, a
game of checkers would barely require any, the screen only needing
to be changed upon the completion of a move. On the other hand,
most flight simulators and racing games need at least 24-30 FPS
to give the illusion of reality, though need more to be especially
convincing.
However, 60 FPS is largely agreed upon for being a
desirable number across the board to guarantee smooth play. Remember,
we are talking about the average FPS here. Not every second of game
play is the same, as some scenes or levels are more stressful on
the computer than others meaning that the number of frames it is
rendering is always going up and down. A higher average FPS usually
means that the minimum FPS level is also higher, making a game less
likely to "bog down" or get choppy during particularly
frantic moments.
In fact, for first-person shooter games (which coincidentally,
and confusingly, are also commonly abbreviated "FPS"),
having a high FPS is even more important--especially if a player
is involved in online gaming against others on the internet.
To illustrate this: a player in a game might quickly
turn all the way around to survey the virtual landscape. This would
be a rotation of 360 degrees in one second. That means, at 30 FPS,
that each time the screen was updated the player had already turned
12 degrees. At 60 FPS, the player would get an update every six
degrees--and at 120 FPS, the player's target reticule would track
a mere three degrees between updates. This allows for much more
precise movement and tracking of opponents as play moves very quickly.
Very competitive online gamers often turn down the detail settings
of their games to achieve extremely high frame rates for this reason.
However, there is another factor besides the speed
of your computer and video card: your monitor. Monitors only update
a certain number of times a second as well, and this frequency is
measured in Hz. This becomes more confusing, because depending on
the resolution, monitors are capable of refreshing at different
speeds. For example, a monitor might be able to refresh 120 times
per second, or 120 Hz, at the resolution of 640x480 pixels, but
75 Hz at 1024x768, and yet only 60 Hz at 1600x1200. So while your
monitor might be capable of gaming at high resolution, it might
not be as capable as you think.
60 Hz should be considered a bare minimum because
it causes fatigue and eyestrain in nearly all people. 70-75 Hz should
be an acceptable minimum for most users, while for some, 85 Hz is
much more comfortable. Anything beyond that is just gravy--at 160
Hz, for example, a digital photograph of your monitor would likely
not reveal a scan-line or half drawn image. Pushing the status button
on most modern monitors will display the refresh information, at
any given moment.
The refresh rate of the monitor is also connected
to FPS in games because the game can only draw a new frame as the
monitor also begins to draw a new frame. If your monitor is only
running at 60 Hz, it would then be impossible for it to display
over 60 FPS, even if your computer were generating them. In fact,
you would often be seeing far less than 60 FPS as the computer can
only draw a new frame when the monitor is also beginning to draw
a new frame. If another frame is ready to be drawn and the monitor
is still in the process of drawing the last, this new frame is lost,
and so would any others that were created during the interval of
drawing that frame. This can sometimes result in a significant number
of dropped frames.

This picture simulates the effect
of "tearing"
which is produced when v-sync is turned off
with a low monitor refresh rate.
To get around this limitation, gamers often disable
a feature called "v-sync" or "vertical sync"
in their video drivers (the function is usually buried several layers
deep in their computer's display properties). By turning v-sync
off, the monitor is then effectively fed partial frames, as it begins
drawing the latest frame available without waiting for a new cycle
to "sync." But as only partial frames are drawn, this
can sometimes result in "tearing" (this is more noticeable
in games that use DirectX rather than those which use OpenGl, as
the latter actually does not contain a v-sync function and handles
the feature differently) where "seams" appear when there
is fast motion in games--though this is encountered far less with
modern video cards than it was in the past as it is more evident
in displays with lower refresh rates (60-72 HZ.)..