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object-src 'none'; report-uri /w/api.php?action=cspreport&format=json; report-to csp-report-to-endpoint last-modified: Mon, 29 Jun 2026 15:54:19 GMT content-type: text/html; charset=UTF-8 age: 79980 accept-ranges: bytes x-cache: cp2047 hit, cp2047 hit/2 x-cache-status: hit-front server-timing: cache;desc="hit-front", host;desc="cp2047" strict-transport-security: max-age=106384710; includeSubDomains; preload report-to: { "group": "wm_nel", "max_age": 604800, "endpoints": [{ "url": "https://intake-logging.wikimedia.org/v1/events?stream=w3c.reportingapi.network_error&schema_uri=/w3c/reportingapi/network_error/1.0.0" }] } nel: { "report_to": "wm_nel", "max_age": 604800, "failure_fraction": 0.05, "success_fraction": 0.0} set-cookie: WMF-Last-Access=02-Jul-2026;Path=/;HttpOnly;secure;Expires=Mon, 03 Aug 2026 12:00:00 GMT set-cookie: WMF-Last-Access-Global=02-Jul-2026;Path=/;Domain=.wikipedia.org;HttpOnly;secure;Expires=Mon, 03 Aug 2026 12:00:00 GMT set-cookie: WMF-DP=500;Path=/;HttpOnly;secure;Expires=Fri, 03 Jul 2026 00:00:00 GMT x-client-ip: 75.28.18.94 cache-control: private, s-maxage=0, max-age=0, must-revalidate, no-transform vary: Accept-Encoding,X-Subdomain,Cookie,Authorization,User-Agent set-cookie: GeoIP=US:TX:McKinney:33.20:-96.62:v4; Path=/; secure; Domain=.wikipedia.org set-cookie: NetworkProbeLimit=0.001;Path=/;Secure;SameSite=None;Max-Age=3600 set-cookie: WMF-Uniq=6Ye6jRICzxmfXSOv-MgyHQORAAAAAFvdybwFvloIfNILKLC4t08smTch6AKmWlc9;Domain=.wikipedia.org;Path=/;HttpOnly;secure;SameSite=None;Expires=Fri, 02 Jul 2027 00:00:00 GMT content-length: 200829 x-request-id: 3973d5d7-7aed-4b4a-a93a-79990a073148 x-analytics: Frame rate - Wikipedia Jump to content Main menu Main menu move to sidebar hide Navigation Main page Contents Current events Random article About Wikipedia Contact us Contribute Help Learn to edit Community portal Recent changes Upload file Special pages Search Search Appearance Donate Create account Log in Personal tools Donate Create account Log in Contents move to sidebar hide (Top) 1 Human vision 2 Film and video Toggle Film and video subsection 2.1 Silent film 2.2 Sound film 2.3 Animation 2.4 Modern video standards 2.5 Electronic camera specifications 3 Computer games 4 Frame rate up-conversion Toggle Frame rate up-conversion subsection 4.1 Methods 4.1.1 Flow-based FRC 4.1.2 Pixel hallucination-based FRC 5 See also 6 References 7 External links Toggle the table of contents Frame rate 39 languages العربية Azərbaycanca Bosanski Català کوردی Čeština Deutsch Ελληνικά Español Eesti فارسی Suomi Français עברית Հայերեն Bahasa Indonesia Italiano 日本語 ქართული 한국어 Latviešu Bahasa Melayu Nederlands Norsk bokmål Picard Polski Português Русский Simple English Slovenčina Shqip Српски / srpski Svenska ไทย Türkçe Українська Tiếng Việt 粵語 中文 Edit links Article Talk English Read Edit View history Tools Tools move to sidebar hide Actions Read Edit View history General What links here Related changes Upload file Permanent link Page information Cite this page Get shortened URL Print/export Download as PDF Printable version In other projects Wikimedia Commons Wikidata item Appearance move to sidebar hide From Wikipedia, the free encyclopedia Number of frames rendered in one second "Update rate" and "Burst rate" redirect here. For the measurement of computer performance, see Giga-updates per second . For the method of measuring bandwidth based on peak use, see Burstable billing . For the audio sample rate, see Sampling rate . This article needs more citations . Please help improve this article by adding citations to reliable sources . Unsourced material may be challenged and removed. Find sources:   "Frame rate"  –  news   · newspapers   · books   · scholar   · JSTOR ( June 2023 ) ( Learn how and when to remove this message ) Frame rate , commonly expressed in frame/s , frames per second , or FPS , is typically the frequency (rate) at which consecutive images ( frames ) are captured or displayed. This definition applies to film and video cameras , computer animation , and motion capture systems. In these contexts, frame rate may be used interchangeably with frame frequency and refresh rate , which are expressed in hertz (Hz). Additionally, in the context of computer graphics performance, FPS is the rate at which a system, particularly a GPU , is able to generate frames, and refresh rate is the frequency at which a display shows completed frames. [ 1 ] Human vision [ edit ] Further information: Motion perception The temporal sensitivity and resolution of human vision vary depending on the type and characteristics of the visual stimulus, and it differs between individuals. The human visual system can process 10 to 12 images per second and perceive them individually, while higher rates are perceived as motion. [ 2 ] Modulated light (such as a computer display ) is perceived as stable by the majority of participants in studies when the rate is higher than 50 FPS. This perception of modulated light as steady is known as the flicker fusion threshold . However, when the modulated light is non-uniform and contains an image, the flicker fusion threshold can be much higher, in the hundreds of hertz. [ 3 ] With regard to image recognition , people have been found to recognize a specific image in an unbroken series of different images, each of which lasts as little as 13 milliseconds. [ 4 ] Persistence of vision sometimes accounts for very short single-millisecond visual stimulus having a perceived duration of between 100 ms and 400 ms. Multiple stimuli that are very short are sometimes perceived as a single stimulus, such as a 10 ms green flash of light immediately followed by a 10 ms red flash of light perceived as a single yellow flash of light. [ 5 ] Film and video [ edit ] Silent film [ edit ] Early silent films had stated frame rates anywhere from 16 to 24 frames per second (FPS), [ 6 ] but since the cameras were hand-cranked, the rate often changed during the scene to fit the mood. Projectionists could also change the frame rate in the theater by adjusting a rheostat controlling the voltage powering the film-carrying mechanism in the projector . [ 7 ] Film companies often intended for theaters to show their silent films at a higher frame rate than that at which they were filmed. [ 8 ] These frame rates were enough for the sense of motion, but it was perceived as jerky motion. To minimize the perceived flicker, projectors employed dual- and triple-blade shutters , so each frame was displayed two or three times, increasing the flicker rate to 48 or 72 FPS and reducing eye strain. Thomas Edison said that 46 frames per second was the minimum needed for the eye to perceive motion: "Anything less will strain the eye." [ 9 ] In the mid to late 1920s, the frame rate for silent film increased to 20–26 FPS. [ 9 ] Sound film [ edit ] When sound film was introduced in 1926, variations in film speed were no longer tolerated, as the human ear is more sensitive than the eye to changes in frequency. Many theaters had shown silent films at 22 to 26 FPS, which is why the industry chose 24 FPS for sound film as a compromise. [ 10 ] From 1927 to 1930, as various studios updated equipment, the rate of 24 FPS became standard for 35 mm sound film. [ 2 ] At 24 FPS, the film travels through the projector at a rate of 456 millimetres (18.0 in) per second. This allowed simple two-blade shutters to give a projected series of images at 48 per second, satisfying Edison's recommendation. Many modern 35 mm film projectors use three-blade shutters to give 72 images per second—each frame is flashed on screen three times. [ 9 ] Animation [ edit ] This animated cartoon of a galloping horse is displayed at 12 drawings per second, and the fast motion is on the edge of being objectionably jerky. In drawn animation , moving characters are often animated on twos , meaning one drawing is displayed for every two frames of film. Since film typically runs at 24 frames per second, this results in a display of only 12 drawings per second. [ 11 ] Even though the image update rate is low, the fluidity is satisfactory for most subjects. However, when a character is required to perform a quick movement, it is usually necessary to revert to animating on ones , as twos are too slow to convey the motion adequately. A blend of the two techniques keeps the eye fooled and controls production cost. [ 12 ] Animation for most Saturday morning cartoons , first introduced in the mid-1960s, was produced as cheaply as possible and was most often shot on threes or even fours , i.e., three or four frames per drawing. This translates to only 8 or 6 drawings per second, respectively. Anime is also usually drawn on threes or twos. [ 13 ] [ 14 ] Modern video standards [ edit ] See also: List of broadcast video formats Due to the mains frequency of electric grids, analog television broadcast was developed with frame rates of 50 FPS (most of the world) or 60 FPS (Canada, US, Mexico, Philippines, Japan, South Korea). The frequency of the electricity grid was extremely stable and therefore it was logical to use for synchronization. The introduction of color television technology made it necessary to lower that 60 FPS frequency by 0.1% to avoid " dot crawl ", a display artifact appearing on legacy black-and-white displays, showing up on highly color-saturated surfaces. It was found that by lowering the frame rate by 0.1%, the undesirable effect was minimized. As of 2025 [update] , video transmission standards in North America, Japan, and South Korea are still based on 60/1.001 ≈ 59.94 images per second. Two sizes of images are typically used: 1920 × 1080 (1080i interlaced or 1080p progressive ) and 1280 × 720 (720p). Confusingly, interlaced formats are customarily stated at half their image rate, 29.97/25 FPS , and double their image height, but these statements are purely custom; in each format, 60 images per second are produced. A resolution of 1080i produces 59.94 or 50 1920 × 540 images, each squashed to half-height in the photographic process and stretched back to fill the screen on playback in a television set. The 720p format produces 59.94/50 or 29.97/25 1280 × 720 images, not squeezed, so that no expansion or squeezing of the image is necessary. This confusion was industry-wide in the early days of digital video software, with much software being written incorrectly, the developers believing that only 29.97 images were expected each second. While it was true that each picture element was polled and sent only 29.97 times per second, the pixel location immediately below that one was polled 1/60 of a second later, part of a completely separate image for the next 1/60-second frame. At its native 24 FPS rate, film could not be displayed on 60 FPS video without the necessary pulldown process, often leading to judder : to convert 24 frames per second into 60 frames per second, every odd frame is repeated, playing twice, while every even frame is tripled. This creates uneven motion, appearing stroboscopic. Other conversions have similar uneven frame doubling. Newer video standards support 120, 240, or 300 frames per second, so frames can be evenly sampled for standard frame rates such as 24, 48 and 60 FPS film or 25, 30, 50 or 60 FPS video. Of course these higher frame rates may also be displayed at their native rates. [ 15 ] [ 16 ] Electronic camera specifications [ edit ] In electronic camera specifications, frame rate refers to the maximum possible rate frames that can be captured (e.g. if the exposure time were set to near-zero), but in practice, other settings (such as exposure time) may reduce the actual frequency to a lower number than the specification frame rate. [ 17 ] Computer games [ edit ] In computer video games , frame rate plays an important part in the experience as, unlike film, games are rendered in real-time . 60 frames per second has for a long time been considered the minimum frame rate for smoothly animated game play. [ 18 ] Video games designed for PAL markets, before the sixth generation of video game consoles , had lower frame rates by design due to the 50 Hz output. This noticeably made fast-paced games, such as racing or fighting games, run slower; [ 19 ] less frequently developers accounted for the frame rate difference and altered the game code to achieve (nearly) identical pacing across both regions, with varying degrees of success. Computer monitors marketed to competitive PC gamers can hit 360, 500 FPS, or more. [ 20 ] High frame rates make action scenes look less blurry, such as sprinting through the wilderness in an open world game, spinning rapidly to face an opponent in a first-person shooter , or keeping track of details during an intense fight in a multiplayer online battle arena . Input latency is also reduced. [ 21 ] Some people may have difficulty perceiving the differences between high frame rates, though. [ 22 ] Frame time is related to frame rate, but it measures the time between frames. A game could maintain an average of 60 frames per second but appear choppy because of a poor frame time. Game reviews sometimes average the worst 1% of frame rates, reported as the 99th percentile, to measure how choppy the game appears. A small difference between the average frame rate and 99th percentile would generally indicate a smooth experience. To mitigate the choppiness of poorly optimized games, players can set frame rate caps closer to their 99% percentile. [ 23 ] When a game's frame rate is different from the display's refresh rate, screen tearing can occur. Vsync mitigates this, but it caps the frame rate to the display's refresh rate, increases input lag, and introduces judder . Variable refresh rate displays automatically set their refresh rate equal to the game's frame rate, as long as it is within the display's supported range. [ 24 ] Frame rate up-conversion [ edit ] This section needs more citations . Please help improve this article by adding citations to reliable sources  in this section. Unsourced material may be challenged and removed. Find sources:   "Frame rate"  –  news   · newspapers   · books   · scholar   · JSTOR ( June 2023 ) ( Learn how and when to remove this message ) Low frame rate video Video with 4 times increased frame rate Frame rate up-conversion (FRC) is the process of increasing the temporal resolution of a video sequence by synthesizing one or more intermediate frames between two consecutive frames. A low frame rate causes aliasing , yields abrupt motion artifacts, and degrades the video quality. Consequently, the temporal resolution is an important factor affecting video quality. Algorithms for FRC are widely used in applications, including visual quality enhancement, video compression and slow-motion video generation. Methods [ edit ] Most FRC methods can be categorized into optical flow or kernel-based [ 25 ] [ 26 ] and pixel hallucination-based methods. [ 27 ] [ 28 ] Flow-based FRC [ edit ] Flow-based methods linearly combine predicted optical flows between two input frames to approximate flows from the target intermediate frame to the input frames. They also propose flow reversal (projection) for more accurate image warping . Moreover, there are algorithms that give different weights of overlapped flow vectors depending on the object depth of the scene via a flow projection layer. Pixel hallucination-based FRC [ edit ] Pixel hallucination-based methods use deformable convolution to the center frame generator by replacing optical flows with offset vectors. There are algorithms that also interpolate middle frames with the help of deformable convolution in the feature domain. However, since these methods directly hallucinate pixels, unlike the flow-based FRC methods, the predicted frames tend to be blurry when fast-moving objects are present. See also [ edit ] Delta timing Federal Standard 1037C Film-out Flicker fusion threshold Glossary of video terms High frame rate Interpolation List of motion picture film formats Micro stuttering MIL-STD-188 Movie projector Time-lapse photography Video compression References [ edit ] ^ Tamasi, Tony (3 December 2019). "What is Frame Rate and Why is it Important to PC Gaming?" . Retrieved 12 February 2023 . ^ a b Read, Paul; Meyer, Mark-Paul; Gamma Group (2000). Restoration of motion picture film . Conservation and Museology. Butterworth-Heinemann. pp.  24– 26. ISBN   978-0-7506-2793-1 . ^ Davis, James; Hsieh, Yi-Hsuan; Lee, Hung-Chi (2015-02-03). "Humans perceive flicker artifacts at 500 Hz" . Scientific Reports . 5 (1). doi : 10.1038/srep07861 . ISSN   2045-2322 . PMC   4314649 . PMID   25644611 . ^ Potter, Mary C. (December 28, 2013). "Detecting meaning in RSVP at 13 ms per picture" (PDF) . Attention, Perception, & Psychophysics . 76 (2): 270– 279. doi : 10.3758/s13414-013-0605-z . hdl : 1721.1/107157 . PMID   24374558 . S2CID   180862 . Archived (PDF) from the original on 2022-10-09. ^ Robert Efron (1973). "Conservation of temporal information by perceptual systems" . Perception & Psychophysics . 14 (3): 518– 530. doi : 10.3758/bf03211193 . ^ Brown, Julie (2014). "Audio-visual Palimpsests: Resynchronizing Silent Films with 'Special' Music" . In David Neumeyer (ed.). The Oxford Handbook of Film Music Studies . Oxford University Press. p. 588. ISBN   978-0195328493 . ^ Kerr, Walter (1975). Silent Clowns . Knopf. p.  36 . ISBN   978-0394469072 . ^ Card, James (1994). Seductive cinema: the art of silent film . Knopf. p.  53 . ISBN   978-0394572185 . ^ a b c Brownlow, Kevin (Summer 1980). "Silent Films: What Was the Right Speed?" . Sight & Sound . 49 (3): 164– 167. doi : 10.5040/9781838710170.0027 . Archived from the original on 8 July 2011 . Retrieved 2 May 2012 . ^ TWiT Netcast Network (2017-03-30), How 24 FPS Became Standard , archived from the original on 2021-11-04 , retrieved 2017-03-31 ^ Chew, Johnny. "What Are Ones, Twos, and Threes in Animation?" . Lifewire . Retrieved August 8, 2018 . ^ Whitaker, Harold; Sito, John Halas; updated by Tim (2009). Timing for animation (2nd ed.). Amsterdam: Elsevier/Focal Press. p. 52. ISBN   978-0240521602 . Retrieved August 8, 2018 . ^ "Shot on threes (ones, twos, etc.)" . Anime News Network . ^ CLIP STUDIO (12 February 2016). "CLIP STUDIO PAINT アニメーション機能の使い方" . Archived from the original on 2021-11-04 – via YouTube. ^ High Frame-Rate Television , BBC White Paper WHP 169, September 2008, M. Armstrong, D. Flynn, M. Hammond, PAWAN Jahajpuria S. Jolly, R. Salmon. ^ Jon Fingas (November 27, 2014), "James Cameron's 'Avatar' sequels will stick to 48 frames per second" , Engadget , retrieved April 15, 2017 ^ Whaley, Sean (21 November 2018). "What is Frame Rate and Why is it Important to PC Gaming?" . Retrieved 5 August 2021 . ^ Andy Edser (2024-03-26). "I used to be a frame rate snob but owning a Steam Deck has made me realise the error of my ways" . PC Gamer . Retrieved 2024-10-01 . ^ Writer, John Linneman Senior Staff; Foundry, Digital (2018-12-02). "PlayStation Classic review: the games are great but the emulation is really poor" . Eurogamer.net . Retrieved 2024-10-01 . ^ Uy, Michelle Rae (2024-07-05). "The best high refresh rate monitors 2025: fast displays for gamers" . TechRadar . Retrieved 2025-01-21 . ^ Smith, Matthew S. (2023-10-20). "240Hz is the new 120Hz: It's time to buy a high refresh rate monitor" . PC World . Retrieved 2025-01-21 . ^ Smith, Matthew S. (2023-04-24). "Do you need a high-refresh gaming monitor?" . Digital Trends . Retrieved 2025-01-21 . ^ Roach, Jacob (2022-10-27). "What is frame time, and why is it so important in games?" . Digital Trends . Retrieved 2025-01-21 . ^ Bradley, Alan (2019-03-19). "VSync, FreeSync, and G-Sync explained - what they are and why they matter for gaming" . GamesRadar . Retrieved 2025-01-21 . ^ Simon, Niklaus; Long, Mai; Feng, Liu (2017). Video frame interpolation via adaptive separable convolution . ICCV. arXiv : 1708.01692 . ^ Huaizu, Jiang; Deqing, Sun; Varun, Jampani; Ming-Hsuan, Yang; Erik, Learned-Miller; Jan, Kautz (2018). Super slomo: High quality estimation of multiple intermediate frames for video interpolation . ICCV. arXiv : 1712.00080 . ^ Shurui, Gui; Chaoyue, Wang; Qihua, Chen; Dacheng, Tao (2020). "Featureflow: Robust video interpolation via structure-to-texture generation". 2020 IEEE/CVF Conference on Computer Vision and Pattern Recognition (CVPR) . IEEE. pp.  14001– 14010. doi : 10.1109/CVPR42600.2020.01402 . ISBN   978-1-7281-7169-2 . ^ Myungsub, Choi; Heewon, Kim; Bohyung, Han; Ning, Xu; Lee, Kyoung Mu (2020). "Channel Attention is All You Need for Video Frame Interpolation" . Proceedings of the AAAI Conference on Artificial Intelligence . 34 (7). AAAI: 10663– 10671. doi : 10.1609/aaai.v34i07.6693 . External links [ edit ] "Temporal Rate Conversion" – a very detailed guide about the visual interference of TV, video & PC ( Wayback Machine copy) Compare frames per second: which looks better? – a web tool to visually compare differences in frame rate and motion blur Online FPS Test – a free browser-based tool to measure real-time frame rate v t e Video processing Post-processing Deblocking Resizing Comparison Deinterlacing Denoising Deflickering Special processing Film colorization  ( tinting ) Color grading Film look Super-resolution imaging Video matting Uncompressed Pixel art scaling Telecine v t e Graphics processing unit GPU Desktop Intel GT Xe Arc Nvidia GeForce Quadro Tesla Tegra AMD Radeon Radeon Pro Instinct Matrox InfiniteReality NEC µPD7220 3dfx Voodoo S3 Glaze3D Apple silicon Jingjia Micro Tseng Labs SiS Mobile Adreno Apple silicon Mali PowerVR VideoCore Vivante Imageon Intel 2700G Architecture Compute kernel Fabrication CMOS FinFET MOSFET Graphics pipeline Geometry Vertex HDR rendering MAC Rasterisation Shading Ray-tracing SIMD SIMT Tessellation T&L Tiled rendering Unified shader model Components Blitter Geometry processor Input–output memory management unit Render output unit Shader unit Stream processor Tensor unit Texture mapping unit Video display controller Video processing unit Memory DMA Framebuffer SGRAM GDDR GDDR2 GDDR3 GDDR4 GDDR5 GDDR6 GDDR7 HBM HBM2 HBM2E HBM3 HBM-PIM HBM3E Memory bandwidth Memory controller Shared graphics memory Texture memory VRAM Form factor IP core Discrete graphics Clustering Switching External graphics Integrated graphics System on a chip Performance Clock rate Display resolution Fillrate Pixel/s Texel/s FLOP/s Frame rate Performance per watt Transistor count Misc 2D Scrolling Sprite Tile 3D GI Texture Z-buffering ASIC GPGPU Graphics library Hardware acceleration Image processing Compression Parallel computing SIMT Vector processor Video coding Codec VLIW v t e Data compression methods Lossless type Entropy Adaptive coding Arithmetic Asymmetric numeral systems Golomb Huffman Adaptive Canonical Modified Range Shannon Shannon–Fano Shannon–Fano–Elias Tunstall Unary Universal Exp-Golomb Fibonacci Gamma Levenshtein Dictionary Byte-pair encoding Lempel–Ziv 842 LZ4 LZJB LZO LZRW LZSS LZW LZWL Snappy Other BWT CTW CM Delta Incremental DMC DPCM Grammar Re-Pair Sequitur LDCT MTF PAQ PPM RLE Hybrid LZ77 + Huffman Deflate LZX LZS LZ77 + ANS LZFSE LZ77 + Huffman + ANS Zstandard LZ77 + Huffman + context Brotli LZSS + Huffman LHA/LZH LZ77 + Range LZMA LZHAM RLE + BWT + MTF + Huffman bzip2 Lossy type Transform Discrete cosine transform DCT MDCT DST FFT Wavelet Daubechies DWT SPIHT Predictive DPCM ADPCM LPC ACELP CELP LAR LSP WLPC Motion Compensation Estimation Vector Psychoacoustic Audio Concepts Bit rate ABR CBR VBR Companding Convolution Dynamic range Latency Nyquist–Shannon theorem Sampling Silence compression Sound quality Speech coding Sub-band coding Codec parts A-law μ-law DPCM ADPCM DM FT FFT LPC ACELP CELP LAR LSP WLPC MDCT Psychoacoustic model Image Concepts Chroma subsampling Coding tree unit Color space Compression artifact Image resolution Macroblock Pixel PSNR Quantization Standard test image Texture compression Methods Chain code DCT Deflate Fractal KLT LP RLE Wavelet Daubechies DWT EZW SPIHT Video Concepts Bit rate ABR CBR VBR Display resolution Frame Frame rate Frame types Interlace Video characteristics Video quality Codec parts DCT DPCM Deblocking filter Lapped transform Motion Compensation Estimation Vector Wavelet Daubechies DWT Theory Compressed data structures Compressed suffix array FM-index Entropy Information theory Timeline Kolmogorov complexity Prefix code Quantization Rate–distortion Redundancy Symmetry Smallest grammar problem Community Hutter Prize People Mark Adler David A. Huffman Phil Katz Authority control databases GND Retrieved from " https://en.wikipedia.org/w/index.php?title=Frame_rate&oldid=1359227711 " Categories : Film and video technology Temporal rates Data compression Hidden categories: Articles with short description Short description is different from Wikidata Articles needing additional references from June 2023 All articles needing additional references Articles containing potentially dated statements from 2025 All articles containing potentially dated statements This page was last edited on 13 June 2026, at 23:47  (UTC) . Text is available under the Creative Commons Attribution-ShareAlike 4.0 License ; additional terms may apply. By using this site, you agree to the Terms of Use and Privacy Policy . Wikipedia® is a registered trademark of the Wikimedia Foundation, Inc. , a non-profit organization. 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