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Lecture 17: Intro to Animation (6)
D7ry

I've been asked by a lot of ppl why Film, video, video games, and vr require different FPS to provide a sense of motion. There are multiple reasons for this.

  1. average FPS and FPS FPS is calculated by dividing the # of frame flushed by the delta time; the delta time can be small. When you have an FPS of 30, the next second it could increase to 45 or dip to 15. This is why contemporary video games usually run at "60FPS", whereas they actually fluctuate between 45-75 fps. This explains why films can run at 24 fps: the frame rates for films runs and stays at 24 as they don't need to be rendered at run time.

  2. human perception "humans can only perceive 30 fps" is a misconception. We're much more capable than that. Humans eyes alone can perceive up to 360 hz of refresh rate. A latency above 10ms (equivalent to 90FPS or lower) is especially perceivable. We're okay with 30fps videos because we grow used to them as "animations". But VR tricks us into believing they're what we directly really see. This is why we need a much higher framerate for that.

  3. I'll save more for VR in my thoughtful comment for the VR chapter

geos98

My understanding of choosing 24 FPS for film is because of persistence of vision. However, why do we need much higher frame rate for videos / VRs? What is the maximum FPS that makes sense (i.e., FPS high enough that human brain would not be able to distinguish a difference between this frame rate and higher frame rate)?

saltyminty

Another reason video games tend to use higher frame rates is due to the fact that its mostly "still" frames without motion blur – objects moving very fast will blink across the screen on frame rates (which makes it much more difficult to track/react/etc), whereas it'll be naturally blurry on an actual video.

Edit: I made this comment before watching the rest of the lecture oops

countermoe

@D7ry The idea that frame-times are just as important as frame-rates is a very important idea in creating smooth real-time graphics. Of course, the idea that 60 FPS games fluctuate between 45-75 fps is depends on graphics hardware, quality, and optimization. There are many games that are able to be perfectly locked at 60 FPS and consistent frame-times, while it's also possible to have 60 FPS with unstable frame-times and large amounts of stuttering.

ess3ncez

Some additional information on VR FPS: VR needs to render images at a high FPS to avoid motion sickness and provide a smooth, seamless experience for the user. In general, a high FPS reduces the amount of lag and latency in VR, which can cause dizziness and disorientation. A low FPS can also cause stuttering and choppiness, which can break the immersion and distract the user from the experience. The industry standard for VR FPS is typically 90 frames per second or higher. By comparison, normal videos or games with frame rates as low as 30 or 60 FPS is typically sufficient for a comfortable viewing or playing experience.

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