Why movies look weird at 48fps, and games are better at 60fps
51–60 of 129 posts
Re: Why movies look weird at 48fps, and games are better at 60fps
#52I had a conversation with a friend at Pixar about exactly this topic.
The issue goes beyond just pulling more spacial information out of a shorter timeframe, it's also that all the current techniques for filmmaking assume 24fps.
Everything has a budget of time and money, and when you say, make 1000 extra costumes for a shot, you cut corners in certain ways based on your training as a costume designer. Your training is based on trade techniques, which are based on the assumption that the director of photography (DOP) and director are viewing the work at 24fps with a certain amount of spacial detail. Doubling the frame rate means some of those techniques need to be more detailed, whereas others might be completely useless.
Given everything that goes into a shot (hair/makeup, set design, lighting, costume design, props, pyrotechnics, etc), it's unlikely everyone working on a high-fps film is going to be aware of exactly which techniques do and do not work. As a result, you get lots of subtle flaws exposed that don't work with twice the detail. The sum of these flaws contribute heavily to making the shot look 'videoish'.
Re: Why movies look weird at 48fps, and games are better at 60fps
#53So, basically, at 24FPS things are blurry enough that you can't see the fine details, which means that special effects and costumes look realistic. Increase the frequency to 48FPS and the blur goes away, meaning that we can see the fine detail, and suddenly sets look like sets, costumes look like costumes, and CGI looks like a computer game.
To be fair, CGI creatures look like a computer game regardless. A very pretty computer game, but still. Sometimes it seems like people want to believe that CGI is a whole lot better than it actually is. People raved about Gollum in the LOTR films, but go back and look at it. Even at 24fps, it's not great. It certainly doesn't look real.
Re: Why movies look weird at 48fps, and games are better at 60fps
#54Earlier quoted context omitted.
Not sure about how movies are filmed, but you don't have to shoot video frames at 1/FPS. That's just the slowest you can shoot. If you're shooting in broad daylight, each frame could be as quick as 1/8000, for example. Shooting at the slowest shutter speed possible should make the most fluid video.
Worth noting that directors use high speed film to portray a feeling of confusion. The lack of motion blur gives that sense to the scene. E.g. the opening scene of Saving Private Ryan uses this effect.
This effect is now very common for action scenes in movies and also tons of music videos. Very easy to spot once you are aware of it.
Re: Why movies look weird at 48fps, and games are better at 60fps
#55This article is detailed and scientific. However, anecdotally speaking, the concern I have with evaluating high-frame rate in film is that we have very little context—most of us have only ever seen Peter Jackson's Hobbit films in HFR. In other words, I have never seen how other directors' work would be affected by HFR. Speaking exclusively about the Hobbit series in HFR, I too observed an uncanny valley that traditio…
They're almost stationary, occasionally blink, have blank looks on their faces, and, if they're the focus of your attention, look _completely unnatural_.
(Source: Parent of small children who started to look at anything else in a scene of Frozen after the 10th time.)
Re: Why movies look weird at 48fps, and games are better at 60fps
#56> At 48Hz, you’re going to pull out more details at 48Hz from the scene than at 24Hz, both in terms of motion and spatial detail. It’s going to be more than 2x the information than you’d expect just from doubling the spatial frequency, because you’re also going to get motion-information integrated into the signal alongside the spatial information. I had a conversation with a friend at Pixar about exactly this topic.…
Re: Why movies look weird at 48fps, and games are better at 60fps
#57I liked the article, but, as a game developer who does not specialize in graphics, I really liked one of the comments: Joe Kilner - One extra issue with games is that you are outputting an image sampled from a single point in time, whereas a frame of film / TV footage is typically an integration of a set of images over some non-infinitesimal time. This is something that, once stated, is blatantly obvious to me, but i…
Most movies use a 180-degree shutter angle, which means the shutter is open half the time. http://www.red.com/learn/red-101/shutter-angle-tutorial So you get motion blur for half the frame time, and no light on the film for the other half of the time. The Hobbit movies (at least the first one) used a 270-degree shutter angle, so even at half the frame time, they got 3/4 as much motion blur in each frame as a normal m…
Re: Why movies look weird at 48fps, and games are better at 60fps
#58Earlier quoted context omitted.
To be fair, CGI creatures look like a computer game regardless. A very pretty computer game, but still. Sometimes it seems like people want to believe that CGI is a whole lot better than it actually is. People raved about Gollum in the LOTR films, but go back and look at it. Even at 24fps, it's not great. It certainly doesn't look real.
CGI backgrounds are very good though. Most people are not aware of just how much of Fight Club is CGI. https://www.youtube.com/watch?v=Dlpr6CnKDFM
Re: Why movies look weird at 48fps, and games are better at 60fps
#59I liked the article, but, as a game developer who does not specialize in graphics, I really liked one of the comments: Joe Kilner - One extra issue with games is that you are outputting an image sampled from a single point in time, whereas a frame of film / TV footage is typically an integration of a set of images over some non-infinitesimal time. This is something that, once stated, is blatantly obvious to me, but i…
That's not entirely accurate. It's true that a camera will capture the image during a certain interval of time instead of a definite point in time (obviously) but the length of that exposition time is not necessarily connected to the framerate. For instance if you have a digital camera where you can select the framerate (pretty common these days) and if the exposition time was simply the frame period, it would mean t…
Re: Why movies look weird at 48fps, and games are better at 60fps
#60Earlier quoted context omitted.
I always use this fact as a kind of analogue to explain position-momentum uncertainty in physics. From a blurry photo of an object, you can easily measure the speed, but the position is uncertain due to the blur. From a very crisp photo, you can tell exactly where it is, but you can't tell how fast it is moving because it is a still photo. It's a good way to start building an intuition about state dependencies.
Welcome to Heisenberg's uncertainty principle[0] in the macroscopic world! [0] http://en.m.wikipedia.org/wiki/Uncertainty_principle