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60fps vs 30fps Backbone Thread: Pros vs. Cons

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Providing a counterbalance to one side of an argument always has some value, but you are wording your counterarguments in a way that is just setting everyone's pants on fire, this is more of a list thread than an opinion thread, I would ask that you try to stop antagonizing people, and if you don't have any greater point to just post in a different thread. EDIT: I read that over and it looks like I'm just trying to silence you, I'm not. I'm just trying to say that having an argument about what "games are about" is way, way farther reaching than this thread is supposed to be.

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So wait, his post is insulting and targets me personally, yet I'm the one who is "antagonizing" people?
 
How is it wrong, even mathematically 6 is a smaller gap than 36.

Trust me, I get that games are interactive and I love them for that aspect. Let me use Uncharted 3 as an example, I'm a huge UC3, really the only thing that has ever fulfilled that wish of wanting to "play a movie." I've seen the 60FPS video of the desert that was released and I don't like it at all. There is something more layered about the 60FPS video, it's almost as if Drake stands out amongst the environment as opposed to being there. It feels "off" to me, maybe its because UC3 wasn't developed with 60FPS in mind and that the video is a conversion. Maybe my mind will change when I see it implemented better.

I do know that I have played the Order and my enjoyment of what I played was not hindered or handicapped by 30FPS. Trust me, if/when you see it in person you'll see how dedicated they were to trying to recreate the visual sense of a movie9 (CGI film as a better comparison). The focus was not how fluid the character moved, objects, moved, etc. With it being 60FPS, the character didn't visually stand out.

Things seemed to mesh better overall. I'm not saying 30FPS is inherently better, I'm just saying everything worked with the look The Order was trying to create. Truth be told, it made me appreciate the black bars as well. 30FPS isn't necessarily a "weakness", its an aesthetic.

Videogamey isn't a bad thing, but when you are actively working against that look, it helps to not rely on techniques that would only be counterproductive .

The mountain of other visual effects they managed to pull off by halving the framerate and running at 70% of the pixels is probably being confused for the framerate itself in this case, even if you explicitly state that it's not the case. Also with your example of uncharted it is very probable that you are used to seeing Nathan Drake a certain way, I watched the trailer and nothing seemed off to me about it at all, but I never played much uncharted.
 
The mountain of other visual effects they managed to pull off by halving the framerate and running at 70% of the pixels is probably being confused for the framerate itself in this case, even if you explicitly state that it's not the case. Also with your example of uncharted it is very probable that you are used to seeing Nathan Drake a certain way, I watched the trailer and nothing seemed off to me about it at all, but I never played much uncharted.

It seems like this is becoming a dialogue between two people who can just not relate then.

Carry on.
 
So wait, his post is insulting and targets me personally, yet I'm the one who is "antagonizing" people?

Not really. However, your first posts pissed him off, he was getting angry at you, and you are just spiraling it, in a thread with such a heavy emphasis on neutrality that is an unwise thing to do. He is not without blame but you are in part responsible. Honestly wagging fingers is pointless, so I don't care, just both of you cut it out :)
 
Sixty frames per second is always ideal, but at the same time people like TotalBiscut who constantly harp on 30fps being an unplayable travesty are ridiculous.

TB is a PC gamer, 30fps with mouse and keyboard is unplayable to me and many others.

A game locked (and by that I really mean locked, no dips) to 30fps played with a controller is fine, but I would never take 30 over 60 if I had the choice.
 
It seems like this is becoming a dialogue between two people who can just not relate then.

Carry on.

The thread is not about filmic qualities, the only reason I am defending my point about 30fps being inherently cinematic is because it is being challenged. The entire focus of the thread is still the OT and that isn't changing. The discussion is largely irrelevant as long as there is no major contradictions or new points to put up or remove.
 
You don't understand the difference between film framerate and video game framerate then. There is literally no water to your statement whatsoever.
I'm a videographer who has experimented plenty with every combination of framerate and shutter speed. You're a gamer. Who do you think knows more about this.
 
The smoothness of motion vectors is the main differentiator and I don't think it's importance can be overstated.
I'm not overstating it, I'm saying that it's a different issue.

You can still see new frames in a wide pan really easily, true, but the motion is the thing that makes the biggest difference, and motion is a lot smoother in games running at 60fps with little to no motion blur than it is at 30fps with a lot of motion blur, thus 60fps tends to be a lot more similar to movies in the most important way.
Okay, so you disagree with my observation that 24fps films tend to look choppier than 30fps games in broad pans, and you think that 24fps films look as smooth in motion as 60fps games?

See, this is the core issue: you're claiming that 24fps films have perceptually smooth motion. I disagree, and I think that the entire goal of emulating the "cinematic look" is to emulate the temporal choppiness.

I don't see how we can even begin to have a discussion, because your eyes and brain evidently work astronomically differently than mine.
 
TB is a PC gamer, 30fps with mouse and keyboard is unplayable to me and many others.

A game locked to 30fps played with a controller is fine, but I would never take 30 over 60 if I had the choice.

This is a pretty uncontroversial statement, I agree with it. Playing CS:GO at a locked 30fps is almost literally unplayable to me, whereas say...playing Halo 3 with a controller on an xbox isn't preferable but it is definitely okay.
 
I am not moving goalposts. I edited for clarity because there are people who might not have enough of a technological understanding of video games to understand what I originally meant (you.) There are plenty of incompetent developers who tie the code of a game to the framerate it's locked to on console. For example Dead Rising 3 is one of them, on PC if you were to unlock the framerate according to the devs, shit would go haywire. Durante himself said that is very incompetent. It is an actual real thing that is both a positive and a negative to framerate capping. It is easier to code, but it is extremely bad at scaling.

Dead Rising 3 actually seems to perform fine at 60fps if you check back at that thread.

Tying game speed to framerate can be a conscious mechanical decision. Look at the entirety of Cave's output or check out that recent Ninja Gaiden 2 staircase thread. It's not scalable and it's easier to code, but how can you call it incompetent in the cases where it achieves exactly what the developers wanted?
 
I'm a videographer who has experimented plenty with every combination of framerate and shutter speed. You're a gamer. Who do you think knows more about this.

This is without a doubt going to sound incredibly arrogant, but me. As someone who has fucked around with hardware programming before, I can definitely say that trying to forget everything I know about one subject because it contradicts another is fucking difficult. And being a videographer what you know is film, and film is massively fundamentally different than computer rendering, so your bias might actually prevent you from comparing film framerates and video game framerates in any meaningful way.

I'm not overstating it, I'm saying that it's a different issue.


Okay, so you disagree with my observation that 24fps films tend to look choppier than 30fps games, and you think that 24fps films look as smooth in motion as 60fps games?

See, this is the core issue: you're claiming that 24fps films have perceptually smooth motion. I disagree, and I think that the entire goal of emulating the "cinematic look" is to emulate the temporal choppiness.

I don't see how we can even begin to have a discussion, because your eyes and brain evidently work astronomically differently than mine.

I meant to say can't be overstated...lol. Anyway 24fps looks like complete shit in video games, the smoothness of movies has to do with the fact that it's real life not that it's 24fps. I really don't think temporal choppiness is the focus of the cinematic look, but that's at least a point that can be argued lol. That's the kind of thing where someone might have to be asked.
 
Dead Rising 3 actually seems to perform fine at 60fps if you check back at that thread.

Tying game speed to framerate can be a conscious mechanical decision. Look at the entirety of Cave's output or check out that recent Ninja Gaiden 2 staircase thread. It's not scalable and it's easier to code, but how can you call it incompetent in the cases where it achieves exactly what the developers wanted?

Honestly I didn't even know the game released, I was just working off pre release press and speculation. And I guess incompetent is the wrong word to use, you have a very good point there. That is why it has been a "pro" for 30fps this whole time. It is easier to create and may be all the dev wants out of their game. However the piece of software at least still ends up being a pretty big piece of shit when all is said and done to the epic lack of scalability.
 
No. I was just posing a counter-argument to plato's suggestion that 30fps heightens immersion. It was more or less rhetorical.

But it's not a valid rhetorical response because there is no definitive answer; it's a subjective answer always based on the recipient of the experience's opinion. We are back to what's better: a set of higher fidelity pictures that are not animated as smoothly vs. a better animated lower fidelity set of pictures?
 
But it's not a valid rhetorical response because there is no definitive answer; it's a subjective answer always based on the recipient of the experience's opinion. We are back to what's better: a set of higher fidelity pictures that are not animated as smoothly vs. a better animated lower fidelity set of pictures?

True. Still it's not the focus of the thread either way, so best just let it rest. The debate still does need to live on through other threads though.

"what's better: a set of higher fidelity pictures that are not animated as smoothly vs. a better animated lower fidelity set of pictures?" Is still a very fucking important topic in gaming regardless. I'm just listing differences, because a disturbing amount of people don't have a very good understanding of either side of the debate when I read through other proxy war threads.
 
Lo, my children! Another blessed pulpit from whence to preach the virtue of the one true framerate! Yet more unclaimed souls waiting to be washed of the taint of stutter, and converted to the faith of fluidity! Gather round, my children, and let us clasp our hands together and recite the Prayer of the Holy Order of the One True Framerate.

Praying_in_church_Credit_Mazur_CNA500X315_World_Catholic_News_3_12_12.jpg


Our Father who games in Heaven,
Hallowed be thy frames
Thy V-Sync come,
Thy response done, in half the time of thirty
Give us this day our daily threads
And forgive us our refresh rates
As we forgive those who use them against us
Lead us not into stuttering
But deliver us from chug
For thine is the framerate,
The power and the gameplay
Forever and ever
Amen

vatican-aula.jpg


Rise, my children. Go forth now, and spread the holy truth. Fear not the sharp words of non-believers. For as it is said in John, Chapter 8, verse 7: "Let him who is without chug cast the first stone."

In the name of the One True Framerate, I say Amen!
 
30fps feels like the game is running in slow motion and it ruins the experience for me, and it's the main reason I stopped console gaming many years ago until recently when I picked up a Wii U. I will always pick performance over graphics.
 
the smoothness of movies has to do with the fact that it's real life not that it's 24fps
That's the entire point, though... the movies are not smooth.

Motion blur cannot hide the chop of 24fps, because 24fps is so low that the viewer can temporally distinguish the individual frames.

I really don't think temporal choppiness is the focus of the cinematic look
Here's a fun fact: the shutter speed for The Hobbit was a compromise which was actually on the low end by 24fps standards but on the high end for 48fps video. So in a framerate-relative sense, the 24fps version of The Hobbit is actually less motion-blurred than the HFR version, on top of just plain experiencing more temporal chop thanks to the framerate being low.

Yet the HFR version was the one that "lacked the cinematic look," according to people who complained.

I don't know what you think the "cinematic look" is, but your notion is very different from most people's.
 
30fps feels like the game is running in slow motion and it ruins the experience for me, and it's the main reason I stopped console gaming many years ago until recently when I picked up a Wii U. I will always pick performance over graphics.

I still console game every now and again but I agree. I'm buying a Wii U soon, but on my PS3, like 1/8th of the games are stuttery chugging pieces of shit that average at about 24 fps, even GTAV is like that. Nintendo has their priorities straight IMO though. Been wanting to play SM3DW since it came out but nobody I know has a Wii U.
 
That's the entire point, though... the movies are not smooth.

Motion blur cannot hide the chop of 24fps, because 24fps is so low that the viewer can temporally distinguish the individual frames.


Here's a fun fact: the shutter speed for The Hobbit was a compromise which was actually on the low end by 24fps standards but on the high end for 48fps video. So in a framerate-relative sense, the 24fps version of The Hobbit is actually less motion-blurred than the HFR version, on top of just plain experiencing more temporal chop thanks to the framerate being low.

Yet the HFR version was the one that "lacked the cinematic look," according to people who complained.

I don't know what you think the "cinematic look" is, but your notion is very different from most people's.

You make a very strong point to be quite honest. I don't know if you can say my notion is that different from most people's, most of the people I have seen arguing that 30fps video games tend to be more akin to movies than higher framerate games seem to be arguing a different point than you are. I still think the idea of capping framerate even if the goal is to create the choppy look is a bit absurd, but I will concede that it's not cinematic. Seems pretty legit. OT edited.
 
As a filmmaker and game developer, there are absolutely different "feelings" that can be inferred from the way we process imagery at 24, 30, 60, and variable. The lower end being what was sufficient enough to not feel like stuttering images and instead be perceived as full-motion. The higher end can feel like a "soap opera" or "sports" to many because a lot of that content used to be filmed or transmitted at 60 frames (interlaced).

The main difference is perception of moving detail and how often a person is in front of high-frame-rate content In films, you often find very fine and smooth camera work, which reduces a lot of the stutter effect present in 24 frame-per-second pans, tilts, etc. A 3D 48 FPS film like The Hobbit is actually 96 FPS, with 48 being transmitted per-eye. The additional image data at higher-frequency can actually hurt some of the make-up and special effects that would normally blend away to a 24 FPS film that has sufficient motion blur to hide the "seams" or areas where the set meets the set-extension. 30 FPS content is still susceptible to the stuttering effect, both game and TV-show / TV-movies alike.

Those of us who often play games at 60 FPS (or higher), will be more prone to "feel" the shutter effect from films and notice the difference between 30 and 60 more immediately before confirming with the controller in your hand. When we interact with higher-frame-rate media, our eyes can become accustomed to perceive detail that happens to move around faster. There is also a difference between passive viewing and being in the "driver's seat" which is not too different than being able to feel the road and being the one driving, so your passenger is more likely to get a tight stomach going around a bend, because they are passively experiencing your choices.

Example: Someone who gets motion-sickness in a car can also experience this with a game if they aren't the ones controlling the camera and you're playing on a large screen or projector (in relation to your seating), so the camera can be whipping around all over the place because I may be accustomed to playing Battlefield or Rogue Squadron and looking all around me quickly to find the enemy.
 
True. Still it's not the focus of the thread either way, so best just let it rest. The debate still does need to live on through other threads though.

"what's better: a set of higher fidelity pictures that are not animated as smoothly vs. a better animated lower fidelity set of pictures?" Is still a very fucking important topic in gaming regardless. I'm just listing differences, because a disturbing amount of people don't have a very good understanding of either side of the debate when I read through other proxy war threads.

I agree that it is an important topic; we should probably relay our preference per genre type. For example, for Sim Type racers most people prefer higher frame rate at the expense of graphical effects (See Forza series, Gran Turismo series, Project Cars, etc.). This is the opposite of what many prefer for Arcade Type racers where visual effects may be paramount (see Forza Horizon 1 & 2; Driveclub; PGR series; etc.). For fighters, most people prefer 60 fps since there are so few graphical assets on screen to begin with and most of the time the devs can make a pretty pictures without sacrificing graphical fidelity below what is acceptable for most. We could go on and list out majority preference for most genres in gaming. That could be a useful tool to wield when trying to convince publishers/devs.
 
Being an owner of UE4, I can totally understand why developers go for 30fps.

60fps, while smoother, is still very limited. You can't opt for more dynamic lighting. In fact, all it takes is 3 moveable lights with shadow casting to bring a scene down to 15fps.

30fps definitely feels choppier but you can better design your dream game with it. Especially something open world, where interaction becomes important (think collision detection or AI routines for cars).
 
I don't know if you can say my notion is that different from most people's
I would say it's blatantly obvious that it is, at least if we decide to substitute "the relevant people to the discussion i.e. the people claiming that 60fps isn't 'cinematic'" where I wrote "most people."

Look, one of the primary recent cases of "cinematic look" being brought up as an issue is Hobbit HFR, and the results of that test run completely and totally opposite to what you claim is the "cinematic look"; excessive heaps of 'real' MB and a higher framerate was exactly what was "not cinematic."

What made the 24fps version "more cinematic", if not a lack of smoothness?

most of the people I have seen arguing that 30fps video games tend to be more akin to movies than higher framerate games seem to be arguing a different point than you are.
Link me? The argument is usually along the lines of 60fps feeling "too smooth", from what I've seen, which agrees with my claim that 30fps is more in line with a "cinematic look" due to being more temporally choppy a.k.a. less smooth.
 
I agree that it is an important topic; we should probably relay our preference per genre type. For example, for Sim Type racers most people prefer higher frame rate at the expense of graphical effects (See Forza series, Gran Turismo series, Project Cars, etc.). This is the opposite of what many prefer for Arcade Type racers where visual effects may be paramount (see Forza Horizon 1 & 2; Driveclub; PGR series; etc.). For fighters, most people prefer 60 fps since there are so few graphical assets on screen to begin with and most of the time the devs can make a pretty pictures without sacrificing graphical fidelity below what is acceptable for most. We could go on and list out majority preference for most genres in gaming. That could be a useful tool to wield when trying to convince publishers/devs.

I will probably start a thread like that one after I feel this list is meaningfully complete, I think a nearly definitive list of pros and cons of one side and the other is an absolutely necessary foundation for any good debate later on. You never know, maybe after a few threads of building a up a strong mostly factual and mostly universal foundation for the debate we could find a much more satisfying, much more definitive answer than "depends on the genre" but until that foundation exists the debate will be mostly mudslinging across various random threads about new games and the like.
 
Link me? The argument is usually along the lines of 60fps feeling "too smooth", from what I've seen, which agrees with my claim that 30fps is more in line with a "cinematic look" due to being more temporally choppy a.k.a. less smooth.

Pretty much how I feel.
 
What?

Motion blur is good, even in 60 fps games.
Why?
This is not the same sort of motion blur. The graphical effect is emulating the fast panning of a tv/film camera or our very own peripheral vision. It is not emulating display technical limitations (i.e., LCD ghosting effects).
The motion blur used in games is very different than what humans experience.

When an animal's eye is in motion, the image will suffer from motion blur, resulting in an inability to resolve details. To cope with this, humans generally alternate between saccades (quick eye movements) and fixation (focusing on a single point). Saccadic masking makes motion blur during a saccade invisible. Similarly, smooth pursuit allows the eye to track a target in rapid motion, eliminating motion blur of that target instead of the scene.

The point of motion blur is to emulate this:

Motion blur is the apparent streaking of rapidly moving objects in a still image or a sequence of images such as a movie or animation. It results when the image being recorded changes during the recording of a single frame, either due to rapid movement or long exposure.

The ultimate result is the same as what you get from a low refresh display.
 
Being an owner of UE4, I can totally understand why developers go for 30fps.

60fps, while smoother, is still very limited. You can't opt for more dynamic lighting. In fact, all it takes is 3 moveable lights with shadow casting to bring a scene down to 15fps.

30fps definitely feels choppier but you can better design your dream game with it. Especially something open world, where interaction becomes important (think collision detection or AI routines for cars).

In my opinion that is still a bad choice. A dream game or anything of the sort should probably be something that is very very playable, and if you can't get the environment you are trying to build to run at a high frame rate now, your best options are either to go for something less ambitious in favour of playability, or wait until you have more powerful hardware and do both.

I would say it's blatantly obvious that it is, at least if we decide to substitute "the relevant people to the discussion i.e. the people claiming that 60fps isn't 'cinematic'" where I wrote "most people."

Look, one of the primary recent cases of "cinematic look" being brought up as an issue is Hobbit HFR, and the results of that test run completely and totally opposite to what you claim is the "cinematic look"; excessive heaps of 'real' MB and a higher framerate was exactly what was "not cinematic."

What made the 24fps version "more cinematic", if not a lack of smoothness?


Link me? The argument is usually along the lines of 60fps feeling "too smooth", from what I've seen, which agrees with my claim that 30fps is more in line with a "cinematic look" due to being more temporally choppy a.k.a. less smooth.

The thing with The Hobbit wasn't really that it was too smooth itself, but that it was almost smoother than anything anyone had ever seen in real life, there was a hugely uncanny feeling to it, and I think that it wasn't necessarily that people felt the lower framerate version was more cinematic because of the framerate but for other reasons. I think the difference runs a lot deeper than framerate itself, but I still think that games running 30fps games don't feel anymore cinematic than 60fps games, it just feels choppy, it must be something else imo. I am pretty sure people are just subconsciously mistaking another property of film for the framerate. I don't really know though so I removed the point.

EDIT: Now that I think about it, I guess when you are panning a camera really quickly the choppiness from movies does translate half decently into games that are actively trying to emulate movies, but when I'm playing a game like CoD at 60fps and pan the camera really quickly I don't notice any choppiness. I can see if I actively look for it, but I don't notice when I'm not, whereas capped at 30 it's just laggy and frustrating moving the camera, because it is so fucking choppy, but I guess if you are actively emulating a movie that could be important. Either way though movie games are a extremely small minority, and the order itself isn't important enough to anchor the whole discussion, sure it might look a bit more like a movie at a 30fps, but in almost any other case there is no experience of "too smooth."
 
Some comments based on my observations from this thread:
  • Some people don't understand the difference between "facts" and subjective opinions.
  • There is no such thing as an invalid opinion on something that is subjective.
  • Generalizations about everyone are almost always wrong. Everyone is different. (ironically)
  • Just because something is logical for you doesn't make it logical for someone else.
Yes, I always prefer 60fps over 30fps. That said, there are limitations to the hardware of any platform and compromises have to be made. I understand some people value framerate over other factors like texture detail, resolution, etc. but those preferences differ from person-to-person. Ultimately it's the developer's decision to make regardless of whether you agree with their reasons. There is no objective "right" or "wrong" position on this topic, just a diversity of opinions.
 
The ultimate result is the same as what you get from a low refresh display.
Not exactly. Sample-and-hold blur is caused by eye tracking relative to the screen, and it can sometimes behave somewhat similarly to a bad non-object-based motion blur (i.e. one that only accounts for camera rotation by using a constant filter across the screen in the direction of screen-center motion). Even in video games, "decent" motion blur is doing a lot more than that.

The thing with The Hobbit wasn't really that it was too smooth itself, but that it was almost smoother than anything anyone had ever seen in real life
That's how people often articulate it, but I suspect it's a quirk in intuition; another common complaint that went right alongside it was that it looked like "actors walking around a set", which means it was evidently an extremely accurate portrayal of real life (just not a cinematic portrayal of middle Earth).

Obviously it's not actually "smoother than real life"; how could your eyes see something more smoothly than actual continuous real-world motion? Using a camera rig can lose some of the jerky texture to how your eyes look around and get yanked around as you walk and whatnot, but you're not increasing your core temporal resolution.

there was a hugely uncanny feeling to it, and I think that it wasn't necessarily that people felt the lower framerate version was more cinematic because of the framerate but for other reasons.
What "other reasons"?

The difference between the two versions of the film is that the 24fps version has half as many frames. What could it be other than the framerate? Aliens and wizards from the Moon?
 
EDIT: Now that I think about it, I guess when you are panning a camera really quickly the choppiness from movies does translate half decently into games that are actively trying to emulate movies, but when I'm playing a game like CoD at 60fps and pan the camera really quickly I don't notice any choppiness. I can see if I actively look for it, but I don't notice when I'm not, whereas capped at 30 it's just laggy and frustrating moving the camera, because it is so fucking choppy, but I guess if you are actively emulating a movie that could be important. Either way though movie games are a extremely small minority, and the order itself isn't important enough to anchor the whole discussion, sure it might look a bit more like a movie at a 30fps, but in almost any other case there is no experience of "too smooth."
That's about as close as you can come to a mutually agreeable end to this thread.
 
Some comments based on my observations from this thread:
  • Some people don't understand the difference between "facts" and subjective opinions.
  • There is no such thing as an invalid opinion on something that is subjective.
  • Generalizations about everyone are almost always wrong. Everyone is different. (ironically)
  • Just because something is logical for you doesn't make it logical for someone else.

I tried to make my list incorporate both nearly heavily favoured opinions and facts. There are plenty of people that confuse them both constantly, but I believe that an opinion or a position that is founded upon misinformation and misunderstanding is invalid in the context of a debate. Not an invalid opinion but an invalid position to hold when discussing something like this. I also didn't generalize as much as it's implied that I did. I think "Pretty much everyone thinks that 60fps is way smoother than 30fps" is a pretty uncontroversial thing, it is mathematically 100% different, and diminishing returns don't start hitting hard till well higher than 60, sure there are people that disagree, but it is a pretty solid generalization imo. Logic is logic.



I don't see how ppl can defend target 30fps other than saying these consoles are underpowered and a balance needs to be met.

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Everyone already knows that. Although I would argue that it's not necessarily that the consoles are underpowered but that developers have the priorities completely fucked when they are trying to get seriously overambitious graphics running on console.
 
This is without a doubt going to sound incredibly arrogant, but me. As someone who has fucked around with hardware programming before, I can definitely say that trying to forget everything I know about one subject because it contradicts another is fucking difficult. And being a videographer what you know is film, and film is massively fundamentally different than computer rendering, so your bias might actually prevent you from comparing film framerates and video game framerates in any meaningful way.
I went ahead and shot a couple demo clips.

24.mp4 is shot at 24fps at the film industry standard 1/48 shutter speed. This replicates cinema.

30.mp4 is shot at 30fps with a 1/500 shutter speed, fast enough to eliminate all motion blur. This replicates a videogame.

I conclude that 30.mp4 already looks too smooth to pass as film, so to say 60fps would look MORE filmic is wrong. ;) Don't know where you came up with that theory anyway.
 
That's about as close as you can come to a mutually agreeable end to this thread.

End to that specific argument perhaps. The thread is not about whether or not 30fps is "cinematic," it was just a bullet point I had up that was apparently both wrong and highly controversial, and since having a controversial opinion on a list that exists primarily to be very neutral is counter productive so I deleted it. Move on.

Not exactly. Sample-and-hold blur is caused by eye tracking relative to the screen, and it can sometimes behave somewhat similarly to a bad non-object-based motion blur (i.e. one that only accounts for camera rotation by using a constant filter across the screen in the direction of screen-center motion). Even in video games, "decent" motion blur is doing a lot more than that.


That's how people often articulate it, but I suspect it's a quirk in intuition; another common complaint that went right alongside it was that it looked like "actors walking around a set", which means it was evidently an extremely accurate portrayal of real life (just not a cinematic portrayal of middle Earth).

Obviously it's not actually "smoother than real life"; how could your eyes see something more smoothly than actual continuous real-world motion? Using a camera rig can lose some of the jerky texture to how your eyes look around and get yanked around as you walk and whatnot, but you're not increasing your core temporal resolution.


What "other reasons"?

The difference between the two versions of the film is that the 24fps version has half as many frames. What could it be other than the framerate? Aliens and wizards from the Moon?

Like I said I don't really know, I pretty much completely lost my point on that one, but I also think that cinematic as an idea tends to be thrown around way way too much in video games in general, and I wouldn't feel right leaving it there as something invalid so I just deleted it. I really don't care about cinematic games at all. Plenty of 30fps games aren't themed the same way.
 
If the characters and world look more detailed they can be easier to relate to. There's also things like advanced destructibility and AI that can have a dramatic impact on gameplay that may be too taxing for 60fps. I'm also talking exclusively about console games. If I was on PC I would be aiming for 60 all the time.

AI and animation are two different things and wholly unrelated to each other. If by some stretch you are so CPU limited that it simply can't track another NPC anymore, then sure, but that isn't an ANIMATION problem which is governed by the GPU primarially. Generating that additional NPC graphically is another issue, but if that NPC isn't in the field of view, there are tricks around that.

The size of the world you are in would be a more directly relatable thing and how it is rendered.
 
I went ahead and shot a couple demo clips.

24.mp4 is shot at 24fps at the film industry standard 1/48 shutter speed. This replicates cinema.

30.mp4 is shot at 30fps with a 1/500 shutter speed, fast enough to eliminate all motion blur. This replicates a videogame.

I conclude that 30.mp4 already looks too smooth to pass as film, so to say 60fps would look MORE filmic is wrong. ;) Don't know where you came up with that theory anyway.

I really want the thread to carry on from that bullet point because it is now completely irrelevant, but I will pick that apart anway. First of all, there was plenty of motion blur in the 30fps video. Not a lot, but a little bit that was still there. Second, Filming real life faster than film is usually filmed will of course look to fast for film, but there are other aspects to filming real life that still differentiate it from video games in a way that would make 30fps filmed in real life with very little motion blur still far better than a video game running at a similar framerate, but I'm not an expert on the subject, so I would rather just leave it out of the discussion completely. I don't even have the source to the article of someone explaining why 60fps was more similar to film running at 24fps, I can't argue a point that I don't know that well, carry on with the thread please.
 
End to that specific argument perhaps. The thread is not about whether or not 30fps is "cinematic," it was just a bullet point I had up that was apparently both wrong and highly controversial, and since having a controversial opinion on a list that exists primarily to be very neutral is counter productive so I deleted it. Move on.
Perhaps, but it seems like it's the only reasonable position for someone who would be pushing for a lower framerate with more "pretty". If the game world doesn't have to be interacted with in the same way you would in a game based around any kind of action, be it a platformer, 3rd person action/adventure, fighting games, FPS, whatever; then there seems to be a good case for sacrificing that aspect of it to net better gains in the areas that are most important.
 
There are no pros to 30fps, because going for it in lieu of 60fps is a con in and of itself.

It is absolutely a con in and of itself, which is why the lack of 60fps was put (in a different way) as a con for 30fps. However in a closed console space it is pretty ignorant to say that there is no pros to 30fps.
 
Perhaps, but it seems like it's the only reasonable position for someone who would be pushing for a lower framerate with more "pretty". If the game world doesn't have to be interacted with in the same way you would in a game based around any kind of action, be it a platformer, 3rd person action/adventure, fighting games, FPS, whatever; then there seems to be a good case for sacrificing that aspect of it to net better gains in the areas that are most important.

Oh god wut rewrite that. That is very confusing to read.
 
List of arguments known to be invalid:

[*]"30fps is unplayable." I didn't want to put this one here because this argument is almost always hyperbole and is thus not meant to be taken seriously, but for the sake of listing it is false.
This is subjective. It might be hyperbole sometimes, but for some, 30fps can be too much of a hinderance to swallow.

[*]"I can't see the difference." This one speaks for itself mostly, everyone can see and feel the difference under controlled circumstances. The extremely rare few that actually biologically aren't capable of seeing the difference don't have a relevant opinion in the discussion of 30fps vs 60fps.
Usually what people mean is that they might be able to see the difference under 'controlled circumstances', but wouldn't notice it in normal situations.

Its a valid point.

[*]"The average consumer doesn't care." Not only is the concept of the average consumer not a real thing, it is just a strawman people use to argue with, but fundamentally the average consumer is not informed about the difference, and thus does not have a relevant opinion, so they are not to be considered when you are debating with other tech enthusiasts about tech related things.
Yes, there actually is a real thing as an 'average' consumer. It is hardly a strawman. You might simply be far too used to conversing with people on GAF and forget that for every one of us, there are a dozen people who are far less informed and tech conscious.

[*]"If you want 60fps, get a PC." This one is an extension of the idea that consoles don't have the power for 60fps, the PS4 and XBone are perfectly capable of playing games at 60fps, it is the developers choice whether or not to do it.
I feel this is a perfectly valid point. The way its often used is a bit patronizing at times, but seriously, if you place a high priority on framerate and playability, then PC is absolutely the way to go.

[*]"The difference isn't that big." This is a touchy one because it is completely subjective, but objectively speaking, the difference is 100%, that's pretty big in my books.
[/LIST]
Yup, subjective like you said. This isn't an invalid argument whatsoever.

Don't get me wrong, I swear by 60fps, but I think its really tiring to hear people try and decredit people's opinions on the matter just because they aren't as perceptive on the matter.
 
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