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Every Frame Perfect

tonsky.me

241–250 of 293 posts

Re: Every Frame Perfect

#241
post #203

I agree that some of the examples the author provided are instances of bad animation. But I don't agree with the premise of the article. Computer graphics is all about exploiting features of the human visual system. We perceive things differently when they're moving vs. when they're standing still. It's very possible that a "wrong" frame in isolation is the best looking one in a real-time context. We can also pick ap…

> It's very possible that a "wrong" frame in isolation is the best looking one in a real-time context. For example?

Parent comment already mentions motion blur in movies.

In animation (2d, 3d, stop motion) there are smear frames: https://en.wikipedia.org/wiki/Smear_frame

In this thesis you can find examples from different media, including games: https://theses.fh-hagenberg.at/system/files/pdf/Lendenfeld18...

I'm not aware of any normal software intentionally using nonsensical frames in their UI to aid perceiving motion.

Re: Every Frame Perfect

#243
post #241
post #203

Earlier quoted context omitted.

> It's very possible that a "wrong" frame in isolation is the best looking one in a real-time context. For example?

Parent comment already mentions motion blur in movies. In animation (2d, 3d, stop motion) there are smear frames: https://en.wikipedia.org/wiki/Smear_frame In this thesis you can find examples from different media, including games: https://theses.fh-hagenberg.at/system/files/pdf/Lendenfeld18... I'm not aware of any normal software intentionally using nonsensical frames in their UI to aid perceiving motion.

That was an analogy, and about art and artistic effect. What does it exploit in human vision??

Your example is even worse - it's a cost-driven degradation of quality

> smear frames helped to reduce production costs

> I'm not aware of any normal software

Ok, but that was the question to shift from some generic theory about how human vision isn't perfect and dynamic vs static to a practical example we can see and evaluate - just like the examples in the blog, where you can clearly see the issues both dynamically and statically

Re: Every Frame Perfect

#244
One thing I will never understand is why do me need to have animations at all? There is zero value on them. Worse I'm inclined to believe that they introduce a nasty amount of bugs and they also need to be maintained.

Re: Every Frame Perfect

#245
The last one is such an obvious bug when the animation scales the canvas but does not translate the origin to compensate at the same time.

Re: Every Frame Perfect

#246

One thing I will never understand is why do me need to have animations at all? There is zero value on them. Worse I'm inclined to believe that they introduce a nasty amount of bugs and they also need to be maintained.

Good animations do a lot for how the app feels. Like all code, they need to be kept in sync when related parts of the code change, of course, so yes, they're a non-zero development and maintenance burden.

So what I don't get is the need to have half-assed animations in a half-assed app. You can add them once everything else is perfect.

Re: Every Frame Perfect

#247
post #173

Earlier quoted context omitted.

I think your critique is actually the hollowest thing here. The article is presenting an idea, not a solution. You've failed to see this and have constructed several strawman arguments in order to critique it. Most importantly the article does not present itself in a definite sense - it is written with care to say "I think", "Next thought:", "Probably", "So yeah.". This article is a person sharing what they are think…

There’s an irony in you claiming my comment is uncharitable and claiming the article is a discussion point when you haven’t even taken up the question I posited and framed them as a strawman. Can it be possible to make everything during a user interaction perfect looking? What does that mean? That was part of my original comment that you skimmed past rather than engaging with. So if you truly believe this should be a…

There is no irony; I'm under no obligation to take up any debate on any particular point you raise.

You're constructing more strawmen.

Re: Every Frame Perfect

#248

I've seen a few comments along the lines of wishing that the author had included examples of solutions. I wrote a very similar post recently that details both the issues with the animations, very similar to this article, as well as how I improved them. For anyone curious, https://www.thisischris.dev/projects/project-6/

Great article! We’ve become so accustomed to UI jank these days…

Re: Every Frame Perfect

#250
I've been learning a bit of Swift / SwiftUI recently while building a macOS app and this seems to be a problem all the way down the tech stack, even for simple apps.

While it's been surprisingly easy to animate things, I've spent way too long trying to synchronize the movement of different components, to make sure things don't jump around, etc. Window content snaps to size while the borders animate, the shadow doesn't refresh alongside the borders, that sort of thing. Maybe I'm missing something in terms of how I should set up my code, or maybe it's a hard problem to solve automagically in a framework.

In some cases I basically gave up on slow animations (which make the issues obvious) and rely on fast movement to hide the imperfections - but it creates a less polished feeling as the article points out.

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