The need for a flick in your life may not be something you've been waiting for, but it's a unit of time that will help and much within the realm of creating much more realistic and synchronized visual effects. That is to say, with this new measure, developers of this type of technology will see their work improved, giving more credibility to the graphics that the person is watching in a video game, in a movie or in a virtual simulation. Thanks to this new temporary unit, created by Christopher Horvath of Oculus VR, the duration between frames at certain frequencies can be identified with whole numbers.
The smallest fraction handled is the nanosecond, which is one billionth of a second (too small for a programmer). After it and until the microsecond is reached, the flick (phtogram+tick) will now be present and it will assume exactly 1/ 705600000 of a second or, otherwise, 1.42 nanoseconds (something more manageable). This partition will allow to avoid the slight de-synchronizations that can arise in the development of high quality visuals for cinema, tv or videogames. Therefore, it is an ad that will primarily benefit programmers, as it will allow them to work with C++ language applied to images that move fast, but we will also reward users in the future by improving the quality of their work.
New code will be created regardless of decimal places and will help you program better, without having to round off the figures and experience small motion quality errors in the graphics. From now on, subdivisions of a video frame into smaller segments will fit better with the most common frame rates (24,30,48,60 and 120 frames per second).
So, if you are an ordinary man, don't worry about learning this new unit of time measurement, and simply enjoy it in the future Virtual Reality.