Every Frame Perfect
251–260 of 293 posts
Re: Every Frame Perfect
#252Earlier quoted context omitted.
> ~100ms represents optimal [human] reflex time in recent research. For unpredictable inputs. Intervals between a human own actions or discrepancies in delays between successive external events can be effected or perceived with significantly greater precision, especially for people with e.g. music training, especially for percussionists. I’d bet on somewhere between one and two orders of magnitude more precision, tha…
I'm pretty sure that the way speedrunners get their fast times are by either anticipating, or more likely, by finding an earlier trigger event that correlates, and allows them to hit the frame perfect timing.
Re: Every Frame Perfect
#253In most UIs, it feels like they're animated for the sake of being animated. Very rarely do I say "Ah, I'm glad that was animated, because the transition would be confusing otherwise."
Things like this are part of the reason why operating systems that used to measure in the tens of megabytes now measure in the tens of gigabytes, and require chips 1000x more powerful in order to MAYBE reach the same level of snappiness (although usually not).
Re: Every Frame Perfect
#254I’d love to see example of “bad” solutions made “good”.
As a result, I feel like solving this problem is easier said than done. I can’t think of a great way to solve many of the problems presented here. (Admittedly, I’m not a UX designer, so the bar is low for me.)
Re: Every Frame Perfect
#255Earlier quoted context omitted.
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 evalu…
No, artists (of every animated media: 2d, 3d, stop motion, video game) intentionally put extra effort into creating ugly frames.
Not based on theory, but based on taste (artists' personal taste, or measured).
It's not a cost cutting method, not anymore. It actually requires extra effort, and it makes the product more expensive.
Maybe in animated media it is an acquired taste/coconut effect and not a way to exploit our visual system.
Either way this does not say much about whether youtube should have only sensible frames or not. But it points to the direction that (intentionally) broken, nonsensical frames in UI are worth exploring--they are everywhere in animated arts. As GP has said: "It's very possible".
Re: Every Frame Perfect
#256I 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…
I initially thought "Every Frame Perfect" meant a strict avoidance of any jank or stutter in motion, which I'm fully on-board for but as a film, video and 3D technologist, you're spot on calling out motion blur and similar temporal artifacts. In motion, they not only look 'most correct' to the human visual system, they are the most interpretable. Adding the correct blur to motion makes it appear clearer but seen as a…
Re: Every Frame Perfect
#257Earlier quoted context omitted.
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 evalu…
??? No, artists (of every animated media: 2d, 3d, stop motion, video game) intentionally put extra effort into creating ugly frames. Not based on theory, but based on taste (artists' personal taste, or measured). It's not a cost cutting method, not anymore. It actually requires extra effort, and it makes the product more expensive. Maybe in animated media it is an acquired taste/coconut effect and not a way to exploi…
And as the reply asked: provide at least one example
> Maybe in animated media it is an acquired taste/coconut effect and not a way to exploit our visual system.
So not relevant to the original theory? Also, that'd be an example of extra effort into ugly frames that originated as cost saving measures, not quality/artistic expression methods.
Re: Every Frame Perfect
#258I'm sure a UI that had none of these imperfect frames would feel better, but now I really want someone to edit each of these clips to show what it would actually look like. At the same time, why does everything need motion? My understanding is that motion should be used if an action subtly changes the UI in a region that's different from where the action was triggered (e.g. toasts) I think many of these transitions a…
To hide the user interface congestion exacerbated if not caused by the ubiquitous animation.
Imagine reading a book if the letters just sat motionless. You'd need to be constantly studying the page.
Re: Every Frame Perfect
#259Earlier quoted context omitted.
Most shoulder-surfers who see my phone ask me how everything's so fast, and get me to show them the settings. Being able to disable the extremely-excessive animations many things have nowadays is fantastic, and is a great reminder that hardware actually has made progress in the past two decades. (I use accessibility -> reduce motion, personally. less flaky than the dev options, though also less reliable)
Finally someone not roleplaying. You're the first person who acknowledges the flakiness of the dev options. People are self-reporting when they claim they set it to 0x without realizing it's unusable due to the bugs.
AOSP is not the only operating system that allows you to disable animations, even if its implementation is not the best. And yes, I still use 0x on my Android, because it's still that much better than having animations enabled.
Re: Every Frame Perfect
#260Earlier quoted context omitted.
Maybe you dislike them, but that does not make for a fact. Instant transitions are something I strongly prefer and use in practice. There's no question, I don't want my operating system slowing itself down to a factor (literally) of 1000x, pointlessly fading and jiggling and sliding and bouncing and wiggling. And, as this article points out, animations in operating systems often make a visually illegible mess in the…
Real life has everything "animated". Nothing happens in an instant, there is force required to accelerate mass, etc. Short, well-done animations make for better UIs.