Movies at 60 FPS: features of creation and perception

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Movies at 60 FPS: features of creation and perception
Movies at 60 FPS: features of creation and perception

Video: Movies at 60 FPS: features of creation and perception

Video: Movies at 60 FPS: features of creation and perception
Video: Письмо Татьяны Онегину - Евгений Онегин (А.С. Пушкин) 2024, June
Anonim

As you know, the beginning of modern cinema was laid at the end of the 19th century by the Lumiere brothers, who developed the standard for shooting and projection at 16 frames per second. This was due to both economic prerequisites and technical features of the first commercial film equipment. To the current generation, the resulting "silent" slideshows may seem like low-budget crafts, but the approved standard successfully existed until 1932, when progress finally allowed the mass demonstration of full-fledged sound films, and the frame rate rose to the usual 24 frames per second. Then the audience was shown widescreen films with a frequency of already 30 FPS, TV people mastered NTSC, and then came the era of high definition, the evolution of which the viewer is currently watching.

Television and cinema

Modern standards of television broadcasting allow shooting and broadcasting at high frame rates (48-60 FPS), which is perceived by viewers as absolutely normal. A news report, a concert, numerous shows and sporting events - all this looks very realistic thanks to modern technology. on TV screens andmonitors, users observe clear and unblurred lines and contours of objects, smooth movements with minimal blur, and the level of detail of all elements in the frame is very high. Does this apply to cinema? How will audiences react to movies at 60 FPS? There is no and cannot be an unequivocal answer, since many factors influence the perception of a picture.

Visual demonstration of the difference in the number of frames
Visual demonstration of the difference in the number of frames

Economic component

It should be noted that despite the abundance of professional cameras that allow shooting at high frame rates, the film industry actively continues to make films that hit theaters in the classic twenty-five frame version. This happens not at all because of concern for the he alth of consumers, but for banal commercial reasons: the conversion of a huge network of cinemas to projectors capable of outputting high frequencies is considered economically inexpedient. Although the same Cameron is actively advertising future sequels to Avatar, filmed with exactly this frequency, the issue of their reproduction is still open.

Accordingly, each of the films with a high frame rate, downloaded from the Internet, is not a finished studio product, but a custom post-processing of a classic 25-frame video sequence using interpolation - inserting additional frames. When downloading such content from the section with the proud name "Movies 1080 60 FPS" of any site, you can get a very high-quality processed video sequence, or you can get into outright hack work,full of multiple artifacts and gaps. It all depends on the knowledge, software and, of course, the power of the equipment of the user involved in such a kind of improvement of movies.

Image "Avatar" at 60 FPS
Image "Avatar" at 60 FPS

Cinematic component

One of the main problems with 60 FPS films, which can turn a big-budget blockbuster into a collection of stunts (albeit spectacular) among artificial scenery shot by a camera operator on a television camera, is perception. It often flatly refuses to accept the action displayed on the screen as a work of art, which leads to the loss of cinematography and the loss of that very "movie magic". Over time, this problem is likely to become less acute, because sooner or later addiction may occur. But so far this is still far away, and at the moment there are almost the majority of viewers who consider such a film format unacceptable.

Physiological component

Not every viewer is able to normally perceive films with an increased frame rate just because of their hyper-realism. The absence of the usual motion blur effect in dynamic scenes can cause many users to feel unwell (from pain in the eyes and headaches to more serious consequences). In this case, everything will depend not only on age, but also on the characteristics of a particular organism.

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