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The 360 part of the name comes from how many frames per second games run in memory.
Once the frames output to video displays that output changes to 60 frames per second.

The reason the output was lowered to 60 frames per second was most modern HDTV displays
at the time the Xbox 360 was developed could not display more than 60 frames per second.

With some displays now capable of as high as 240 frames per second (or hertz) the next Xbox will probably increase the frame rate if the standard for HDTV changes.
If the standard for HDTV does not change then the next Xbox will still only output at 60 frames per second.

Q: If the game runs at 360 frames per second internally, why do I get lag sometimes?
A: Because 360 frames per second is the highest frames per second the games run internally.
However, graphic intensive scenes and other factors can make the frame rate dip below 360 frames.
Since the Xbox 360 divides it's internal frame rate by six (360/6 = 60), then when the frame rate drops below 360 fps internally the frame rate still gets divided by 6. So if the internal fps dropped to say 200 fps you would visually see 200/6 = 33.3 frames per second.

The other reason Microsoft chose 60 frames per second is because science has shown that 60 frames per second is the ideal frame rate for humans to convey motion on a flat display (Movie screen, TV, etc.).

Locking the frame rate to 60 achieves several factors:

  • It stays in the HDTV standards.

  • Most displays at the time the Xbox 360 was in development had a hard limit of 60 hertz ( frames per second).

  • Coding is easier if you know you have a little wiggle room for frame rate dropping as 24 frames per second is the minimum recommended frame rate for the human to perceive realistic frame rate.

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15y ago

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