Well, there could be more than one meaning for a particular word, right?
So, let’s see.. what all ‘flicks’ has for us till now.
“Watched Black Panther recently, it was a great flick!” Is it this flick going all over Facebook? Nope.
“When my mom is around, I pretend to be studying as I flick through the pages”
So, is it this one? Naaaah.
Before you start feeling irritated, let me just get started with what exactly is this next big thing! Flick is nothing but a new unit of time coined by the “Time-Lord” (as we might call him), Christopher Horvath who is currently working under Facebook’s social virtual reality division. Facebook first introduced Flick by mid-January.
We've launched Flicks, a unit of time, slightly larger than a nanosecond that exactly subdivides media frame rates and sampling frequencies. https://t.co/w9SDBznXRE
— Facebook Open Source (@fbOpenSource) January 22, 2018
But whyy Flick? Flick is nothing but a compendium of ‘frame-tick’. Makes sense, right?! Flick is just a flick bigger than nanosecond and a flick smaller than microsecond. Mind-twister here, huh? Well, Flick is for those who think microsecond is way too big and nanosecond is way too small. It’s 1/705,600,000th of a second. Here you go, Flick!
While it might feel to you like he was jobless so while day-dreaming he came across the idea of giving us a not-so-useful new unit of time, I’d like to add up to your knowledge that people who work in the field of production of film and video might soon worship him because that’s where its significance comes into play.
“When working creating visual effects for film, television and other media, it is common to run simulations or other time-integrating processes which subdivide a single frame of time into a fixed, integer number of subdivisions. It is handy to be able to accumulate these subdivisions to create exact 1-frame and 1-second intervals, for a variety of reasons.”, says Horvath.
This new unit of time helps developers to improve the media experience by synchronizing the audio and video frames. Currently, most games running on high-quality display at 60 frames per second. But now, with flicks, game programmers can develop games with smoother animations.
We all must be aware of the terms ‘frames’ and ‘frame-rate’. For those who know or have worked with frames, would agree with me when I say that working with a single frame is a mathematical ordeal. A frame at 24 fps, for example, expressed in decimal form is roughly .04166666667 seconds or 41666666.669 nanoseconds. And when you multiply or divide estimates like these, your results inevitably becomes increasingly inaccurate.
Flick has just made it a lot easier now. No kidding! Have a look-
1/24 fps frame: 29400000 flicks
1/25 fps frame: 28224000 flicks
1/30 fps frame: 23520000 flicks
1/48 fps frame: 14700000 flicks
1/50 fps frame: 14112000 flicks
1/60 fps frame: 11760000 flicks
so on and so forth.
Isn’t this appealing to the eyes and mind both?! Because, whole numbers are better, any day than recurring terminating blah-blah decimals.