The refresh rate (most commonly the "vertical refresh rate", "vertical scan rate" for cathode ray tubes) is the number of times in a second that a display hardware updates its buffer. This is distinct from the measure of frame rate in that the refresh rate includes the repeated drawing of identical frames, while frame rate measures how often a video source can feed an entire frame of new data to a display.
For example, most movie projectors advance from one frame to the next one 24 times each second. But each frame is illuminated two or three times before the next frame is projected using a shutter in front of its lamp. As a result, the movie projector runs at 24 frames per second, but has a 48 or 72 Hz refresh rate.
On cathode ray tube (CRT) displays, increasing the refresh rate decreases flickering, thereby reducing eye strain. However, if a refresh rate is specified that is beyond what is recommended for the display, damage to the display can occur.
For computer programs or telemetry, the term is also applied to how frequently a datum is updated with a new external value from another source (for example; a shared public spreadsheet or hardware feed).
In a CRT, the scan rate is controlled by the vertical blanking signal generated by the video controller, ordering the monitor to position the beam at the upper left corner of the raster, ready to paint another frame. It is limited by the monitor's maximum horizontal scan rate and the resolution, since higher resolution means more scan lines.
The refresh rate can be calculated from the horizontal scan rate by dividing the scanning frequency by the number of horizontal lines multiplied by 1.05 (since about 5% of the time it takes to scan the screen is spent moving the electron beam back to the top). For instance, a monitor with a horizontal scanning frequency of 96 kHz at a resolution of 1280 × 1024 results in a refresh rate of 96,000 ÷ (1024 × 1.05) ≈ 89 Hz (rounded down).
CRT refresh rates have historically been an important factor in electronic game programming. Traditionally, one of the principles of video/computer game programming is to avoid altering the computer's video buffer except during the vertical retrace. This is necessary to prevent flickering graphics (caused by altering the picture in mid-frame) or screen tearing (caused by altering the graphics faster than the electron beam can render the picture). Some video game consoles such as the Famicom/Nintendo Entertainment System did not allow any graphics changes except during the retrace (the period when the electron guns shut off and return to the upper left corner of the screen).