3 ms·
I'm not talking about 3:2 pulldown; I'm exactly the sort of sad sod who has spent the time writing scripts to match my display's refresh rate with the media tha
by bovine3dom 7y ago
I'm not talking about 3:2 pulldown; I'm exactly the sort of sad sod who has spent the time writing scripts to match my display's refresh rate with the media that was running. I strongly dislike watching panning shots at 24Hz; I do not think it looks perfectly fine.
You're right about motion blur making 24fps look less awful, though. I'm sure you know that filmmakers often reduce it in fight scenes to deliberately make viewers a bit uncomfortable. Thanks for pointing out that downsampling wouldn't work without some extra effort (e.g. just having the same amount of blur but with the extra frames such that when it was downsampled it looked normal), as that isn't something I had considered.
I find the suggestion that videogames don't need to suspect disbelief, but films do, very strange.
- dperfect 7y ago> I find the suggestion that videogames don't need to suspect disbelief, but films do, very strange. True, the distinction may seem strange to some, and it's not always a clear distinction. Here's how I'd describe it in more detail (just my opinion of course): In film, we see a person depicted on the screen with certain characteristics that convey emotion (just as we do with a group of lines comprising a stick figure with similar emotion), but we are forced to activate parts of our brain that span the gap between what we see (which obviously isn't reality) and what that character might feel in his/her universe. To some degree that same experience happens in video games, but I would argue that instead of seeing the emotions and trying to understand them, we (as players) are the person feeling the emotion. In one, we are witnessing events happen to someone else (and exercising empathy), whereas in the other, we are experiencing the events first-hand (even in a 3rd person view, we're playing as if we are the character in view). A first-hand experience feels most believable when it's actually realistic (hence the need for high frame rates), but a simple stick figure can feel "believable" if we're engaged and sharing the emotion we believe it to be feeling. As a side note, maybe that's why I personally prefer classic (8-bit era) video games over modern 3D video games :)