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Why movies look weird at 48fps, and games are better at 60fps

accidentalscientist.com

101–110 of 129 posts

Re: Why movies look weird at 48fps, and games are better at 60fps

#101
post #87

Earlier 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.

I'm pretty sure that 24 FPS footage with a 1/24 second shutter speed would be completely unusable except as an extreme blur effect.

On the contrary. That's desired. It makes he motion more smooth. Lots of photographers with high end DSLRs have been asking for 1/24 when shooting at that framerate.

Re: Why movies look weird at 48fps, and games are better at 60fps

#102
post #74

Earlier quoted context omitted.

Game renderers do sample time too, for per-object motion blur[1] and sometimes full-scene blur or AA. To push the idea further, research has been done around 'frameless' renderers, where you never render a complete frame but sample ~randomly at successive times and accumulate into the frame(sic)buffer. At low resolution it feels weird but very natural, computed persistence of vision : https://www.youtube.com/watch?v=…

Fantastic technique. Can’t believe it’s been almost 10 years since this video. Do you know if there are is any follow-up research being done?

I did search for related research a while back with no results. Tried to leverage reddit too, someone asking the very same was told this : http://www.reddit.com/r/computergraphics/comments/12gs2a/ada...

Re: Why movies look weird at 48fps, and games are better at 60fps

#103
post #86

Earlier quoted context omitted.

The corollary is that it should be possible to produce a movie-like quality in games, by over-framing and compositing a blur between frames. The result would have actual motion blur and update at say 30 fps, but without the jerkiness we normally associate with that frame rate.

Sure, if you can render at so 120 hz, or more and composite the 4 frames together into your single frame you will get a single improved frame. but even at 4 renders a frame you'll still get artifacts, I imagine you'd need at least double to make it worthwhile, But even that only gives you ~8ms to time step and render the entire scene. Minus composting and any other full-frame post effects. And hitting the ~16ms requi…

You wouldn't need to render the whole frames. You'd get even better results from randomly sampling over a number of frames to contribute to nearby pixels. In effect you're trading less work for more noise, and noise is kind of what you want here (so long as it accurately reflects what is happening).

So, you could render 16 samples, but only do 1/4 of the pixels on each so you'd get better motion blur for only a small increase in work over doing 4 temporal samples. The extra work corresponds to a bit of bookkeeping and the tweening of 16 frames instead of 4 and you'd still be rendering the same number of samples overall.

Re: Why movies look weird at 48fps, and games are better at 60fps

#104
post #4

This 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…

I didn't think of it at the time, but when my son and I went to see the film in imax over the weekend, I felt the need to excuse myself in the first few minutes to get a drink of water. I felt uneasy and my eyes kinda watered, but I eventually got used to it and was okay. I thought that I was feeling some type of way because the 3d never really "works" for me. I guess the frame rate had something to do with it.

Re: Why movies look weird at 48fps, and games are better at 60fps

#105

Earlier quoted context omitted.

Did your friend say what frame rate Pixar uses for its animated films?

Last year, I was told by one of the technical managers for animation at Pixar that they're all in 24 fps. They've used all the increased processing power since their founding in the 90's to increase detail, so the result is that the time it takes to render each frame has barely changed since Toy Story. Each frame of Monsters University took an average of 29 hours to render. This article has some good info: http://ven…

> Monsters University took an average of 29 hours to render

Wow, when I was doing CGI work in the mid-90s our budget was generally 20 minutes per frame. The highest quality work we did was around 1 hour per frame, and this was for TV adverts and idents -- still, we didn't have Pixar's budgets to play with.

Re: Why movies look weird at 48fps, and games are better at 60fps

#106

Earlier quoted context omitted.

The corollary is that it should be possible to produce a movie-like quality in games, by over-framing and compositing a blur between frames. The result would have actual motion blur and update at say 30 fps, but without the jerkiness we normally associate with that frame rate.

Each game frame is a snapshot taken with an infinitely small shutter duration but displayed for 1/30s or 1/60s (vs one movie frame, which has a shutter duration of, e.g. 1/48s and displayed for 1/24s). So over-framing game frames will not produce motion blur, it'll simply merge two still images together. You need to simulate motion blur (usually as a post-process). This of course takes more time to render, potentiall…

I don't see any theoretical difference. Provided our sampling rate is sufficiently high, merging together "snapshot" images should give exactly the same effect as motion blur.

Though in practice it would be difficult to render more than a few snapshot frames between the display's refreshes, and with a low sampling rate there would be noticeable errors, particularly if you take a screenshot of a fast-moving object.

Re: Why movies look weird at 48fps, and games are better at 60fps

#107
post #97
post #82

Earlier quoted context omitted.

Another way of say of saying this is that a drum beat has no definite pitch because it's too short. It's exactly the same property of Fourier transforms behind the uncertainty principle.

There's also a broader picture -- that this effect arises because we use discrete, independent words to describe inter-dependent phenomena. The concepts of momentum and position are not good 'factorizations' of reality, so trying to talk about it in those terms leads to structural problems when you increase precision. It's the same kind of problem you get when you try to talk about objective/subject morality, or whet…

I don't position or momentum are bad descriptions of a system. Also, it's not "factorizing" the system into the two parts, since they are related by a transformation (i.e. they are interchangeable, doesn't happen in factorization). It's important to have a good knowledge on the subject before you try to interpret meaning of it and specially when you try to extrapolate the situation.

I'm saying this also because the initial analogy wasn't so strong to begin with. A bunch of incorrect analogies can build the wrong picture of a theory which is hard to get rid of people's minds. Which is why it's good to reason through principles and not analogies (analogies are useful for other purposes: building bridges between the understanding of two different fields. I believe -- and they're made precise and clear in their shortcomings).

Re: Why movies look weird at 48fps, and games are better at 60fps

#108
> Add temporal antialiasing, jitter or noise/film grain to mask over things and allow for more detail extraction. As long as you’re actually changing your sampling pattern per pixel, and simulating real noise – not just applying white noise – you should get better results.

This could be a viable alternative to supersampling for antialiasing. Rather than averaging multiple subsamples for each pixel fragment, this suggests that if a single subsample were taken stochastically, the results could be as good, or even better, so long as the frame rate stays high enough.

Antialiasing doesn't quite have the same impact on rendering performance in modern games that it used to, mainly due to new algorithms such as SMAA and the increased cost of postprocessing relative to rasterisation, but this could nonetheless lead to tangible performance improvements.

Re: Why movies look weird at 48fps, and games are better at 60fps

#109
post #30

Earlier 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.

If you know the direction of the motion of a blurry object isn’t the location of the object on one of the leading edges? I thought the problem was more that you have no idea of the features of the object?

Indeed, motion blurring preserves almost all* information of a picture, given some assumptions (e.g. brightness stays constant, path is predictable).

*A linear blur of a 2D picture acts like a 1D sinc filter: information is completely lost only at spatial frequencies multiples of 1/d in the direction of motion, where d is the linear displacement, and otherwise attenuated.

Re: Why movies look weird at 48fps, and games are better at 60fps

#110
post #75
post #4

This 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…

Maybe I'm in the minority here, but I thought HFR dramatically improved the Hobbit films. The first 5 minutes of each movie felt very odd, as if everyone was moving in fast motion without actually moving any faster (sorry, that's the best way I can describe it), but after those first 5 minutes, the movie looked completely natural and amazing. Especially the 3D, it looked so good that I want every single 3D movie to b…

Well if you have a PC setup to play videos, there's a system that'll interpolate any video to a higher frame rate : http://www.svp-team.com/

I watched ST TNG using that and it certainly made it feel a bit more realistic.

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