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- Path: hell.team17.com!news
- From: Gareth.Edwards@team17.com (Gareth Edwards)
- Newsgroups: comp.sys.amiga.games,comp.sys.amiga.graphics
- Subject: Re: Frames Second (fps)
- Date: 26 Mar 1996 16:30:48 GMT
- Organization: Team 17 Software Ltd.
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- dat94ali@ludat.lth.se (Anders Lindgren) writes:
- > fischerj@informatik.tu-muenchen.de (Juergen "Rally" Fischer) writes:
- > (Todd Cherniawsky) writes:
- > >|> >Shane Kuntz <crkuntz@sgiis4.sdrc.com> wrote:
-
- > >|> >>Movies use 30 FRAMES per second. Anything more than that will not
- > >|> >>yield better gfx/video. The human eye can only see so much.
- > >
- > >show me a rotating cube and I'll tell you if it's 50fps
- > >or 25fps.
- >
- > This has a very simple explanation. When you shoot traditional
- > film (at 24 fps) or video (50/60 half-frames/s (PAL/NTSC)) you
- > get pretty much motion-blur on the objects that move. This makes
- > the motion look a whole lot smoother.
-
- This is why computer generated SFX look better then stop motion
- using models - artificial motion blur. (disclaimer: *I* thing that
- CGI beats models :)
- The way they do this is by rendering multiple frame and then overlaying
- them onto one frame (or field).
- To do this real time would still mean rendering frames at well over
- 25 fps.
-
- > When it comes to how many fps the human eye can see, the rate is
- > actually down at 10-12 fps (*), meaning that above that, the eye
- > can no longer see the _individual_ pictures - the movement may still
- > look bad as "%&%ñ&/, but you cannot correctly discriminate between
- > consecutive frames.
- > (*) according to several books on cartoon animation.
-
- I think that animation books said said that BELOW 10-12fps, the
- eye no longer percieves the fluid movement, and starts to discriminate
- the individual frames. Not quite the same thing.
-
- Love & Life,
-
- G.
- --
- Gareth Edwards <*> Webmaster <*> Team 17 Software
- config@team17.com http://www.team17.com
-