To preempt replies: ask yourself why 24 frames per second is optimal for cinema instead of just being an ancient spec that everyone got used to.
To preempt replies: ask yourself why 24 frames per second is optimal for cinema instead of just being an ancient spec that everyone got used to.
I dunno if it's just a me thing, but I wonder if a subconscious part of my brain is pegging the motion smoothed content as unnatural movement and dislikes it as a result.
Also imagine the hand of a clock rotating at 5 minutes’ worth of angle per frame, and 1 frame per second. If you watched that series of pictures, your brain might still fill in that the hand is moving in a circle every 12 seconds.
Now imagine smoothing synthesizing an extra 59 frames per second. If it’s only consider the change between 2 frames, it might show a bright spot moving in a straight line between the 12 and 1 position, then 1 and 2, and so on. Instead of a circle, the circle of the hand would be tracing a dodecagon. That’s fine, but it’s not how your brain knows clocks are supposed to move.
Motion smoothing tries to do its best to generate extra detail that doesn’t exist and we’re a long way from the tech existing for a TV to be able to do that well in realtime. Until then, it’s going to be weird and unnatural.
Film shot at 60FPS? Sure. Shot at 24 and slopped up to 60? Nah, I’ll pass.
movies above 24fps won't become a thing, it looks terrible and should be left for documentaries and sports
People are “used to” high FPS content: Live TV, scripted TV shot on video (not limited to only soap operas), video games, most YouTube content, etc are all at 30-60FPS. It’d be worth asking yourself why so many people continue to prefer the aesthetic of a lower framerates when the “objectively better” higher FPS has been available and moderately prevalent for quite some time.
Higher frame rates are superior for shooting reality. But for something that is fictional it helps the audience suspend their disbelief.
If it did horror films would be filmed at higher frame rates for extra scares.
Humans have a long history of suspending belief in both oral and written lore. I think that 'fps' may be as functionally equivalent as the santa clause stories, fun for kids but the adults need to pick up the bill.
With one caveat, some games that use animation-inspired aesthetics, the animation itself is not smoothed out but basically ran on the slower framerate (see guilty gear games) while everything else (camera movement, some effects) is silky smooth and you still get quick reaction time to your inputs.
"Everyone" includes the filmmakers. And in those cases where the best filmmakers already found all kinds of artistic workarounds for the lower framerate in the places that mattered, adding interpolation will fuck up their films.
For example, golden age animators did their own interpolation by hand. In Falling Hare, Bugs' utter despair after looking out the window of a nosediving airplane is animated by a violent turn of his head that moves farther than what could be smoothly animated at 24fps. To avoid the jumpcut, there is a tween of an elongated bunny head with four ears, seven empty black eye sockets, four noses, and eight teeth. It's absolutely terrifying if you pause on that frame[1], but it does a perfect job of connecting the other cells and evoking snappier motion than what 24fps could otherwise show.
Claiming that motion interpolation makes for a better Falling Hare is like claiming that keeping the piano's damper pedal down through the entirety of Bach's Prelude in C produces better Bach than on a harpsichord. In both cases, you're using objectively better technology poorly, in order to produce worse results.
But synthesizing these frames ends up with a higher frame rate but with the same shutter angle / motion blur of the original frame rate, which looks off to me. Same reason the shutter angle is adjusted for footage that is intended to be slow motion.