


Any simple hypothesis of summation between the eyes, according to which flicker should never be seen with out-of-phase binocular stimulations, is ruled out. When the intermittent stimuli are out of phase the total flux of light reaching the visual system is constant. is higher for flickering fields which are in phase than out of phase, but the difference is not large. Moreover, Sherrington observed that, when both eyes are stimulated together, the c.f.f. The effect of retinal position and wavelength can be explained in general terms on the basis of the duplicity theory. It depends upon the luminance of the fleld, the area of the field, the region of the retina stimulated, the light-dark ratio in each cycle, the state of adaptation of the eye, and other physiological and psychological factors.

The critical fusion frequency (c.f.f.) may be considered as a measure of the time-resolving power of the visual system. A general review of the factors affecting flicker has been made by Landis. Also in some lauches everything works smoothly and in others it flickers very bad.This chapter presents flicker and after-images. I should probably metnion that I´m using two threads in my program, one thread calls update and render methods, the other one is currently just getting user input to move the camera position. But I don´t really have a solution to that and I´m also not sure if I´m right. I assume that they occur because some tiles have already been moved to the new position, but the image isn´t done yet, when put on the sreen. When moveing the map around there are small black lines in between the tiles and. 120 frames per second to fill a 1920 * 1080 Window with a black color and draw some isometric 512 * 256 tiles on top. I am using a Bufferstrategy to get smoother rendering and tried to boost the performance at several points inside the program and end up with ca. My game engine is drawing a tiled map on a Canvas inside a JFrame.
