I believe that many friends who do games have been tossed by frame rate.
In terms of the general perception of the game industry:
The higher the frame rate, the smoother the experience.
As a result, 60 frames per second has almost become the bottom-up configuration of modern games.
In order to pursue the ultimate user experience,
Some big manufacturers have even shouted the slogan of 120fps (frame per second, that is, frames per second).
PS5 and Xbox Series X have reportedly supported 120fps,
Sony and Microsoft also claim that there will be corresponding gatekeepers to make now on these consoles.
however
Also in the pursuit of the ultimate visual effects of the film industry,
The general specification for frame rate is 24fps,
And the speed at which the human eye and brain recognize information,
Even less than 20fps.
Movies only require 24fps,
To do the game for the sako is to be pinched to 60fps?
It's all visual art, why is the gap so big?
The reason is that the difference between movies and games is mainly in the following three aspects.
<h1 class="pgc-h-arrow-right" >01 motion blur</h1>
What is Motion Blur?
Pick up your phone, turn on the built-in camera, and point your little hand,
While quickly waving your hand and taking a photo, you will take a blurry photo with a moving afterimage.
Like this...
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Motion blur although tormenting the majority of "photographers",
But it is very important for the film industry.
While filming,
When the subject moves rapidly from one point to another,
The middle frame leaves a motion blur, which acts like a motion tween in the game.
The faster the object moves, the more pronounced the motion blur gives the viewer a feeling.
Example above:
This article was originally created by the headline number game architect JOKER, if found in other headline numbers is pure plagiarism, please report it
This article was published by the headline number game architect JOKER, if found in other headline numbers is pure plagiarism, please click to report
The three pictures above are clips from the animated film Lango,
The three screenshots were paused while the character was running.
The protagonist Lango (the little lizard running in the middle of the picture),
The wings of the eagle in the sky,
The houses in the lower right corner of the picture are obviously blurred,
Just looking at the static picture can feel Lango running desperately.
When played consecutively, these blur give the viewer a strong sense of coherence.
Motion blur in animated films,
It was the post-production crew of the film team who spent a lot of time making it.
Some of the top studios such as Disney also develop tools to aid in automatic generation.
And the game's screen performance is often real-time animation,
There is no way to show a cinematic motion blur effect through post-production.
The simplest proof is:
Screenshots of any frame in progress of the game are clear.
Therefore, the game does not have a motion blur bonus effect.
It is precisely because of the lack of motion blur,
When the game frame rate is set to 24 frames,
The fluency perception of high-speed motion will have some gaps with the movie.
Interested partners can actually try it,
Note that the movement speed should be faster to feel the difference,
And the general mobile phone can not set 24 frames, it is best to experiment on the PC.
<h1 class="pgc-h-arrow-right" >02 frame rate stability</h1>
In addition to motion blur,
Frame rate stability is also an extremely important factor that affects the smoothness of the game.
The film frame rate is consistently stable at 24fps,
However, game frame rates tend to fluctuate unequally.
Slightly more pressure on image quality rendering or calculation,
it may cause dropped frames,
Even if it rises back later,
It will also give the user the feeling of "stuck a bit".
Many times,
Fluctuations in frame rate are more lethal than the impact of low frame rates on the game experience.
60 frames in the previous second, 30 frames in the next second,
Not as good as the honest 30-frame experience.
Keeping the frame rate stable is also one of the most tossed jobs for game developers.
<h1 class="pgc-h-arrow-right" >03 real-time interaction</h1>
Another essential difference between movies and games,
It's "real-time interaction."
The film dialogues the audience through the language of the lens,
And the interaction between the game and the player,
The art of real-time interaction.
When it comes to real-time interaction, it involves responsiveness.
If the response speed is not timely,
Users will have a sense of "not smooth".
The image above is the process from "mouse click" to "game response" to "screen display".
These modules involve computers: input devices, CPUs, GPUs, displays.
To summarize further, the process can be simplified to the following diagram:
Blue is the CPU processing stage, green is the GPU processing stage, gray is the screen display stage,
A blue-green-gray combination is a complete rendering process.
When playing the game,
When the mouse is pressed in the first frame, the game will play the current frame.
The next frame is submitted to the CPU for processing (because the content to be played in this frame has been calculated),
That is, the next frame is submitted to the blue part of the figure,
After the CPU processes, the next frame is submitted to the green part of the GPU,
Submit the next frame to the monitor.
From the mouse click to the screen display changes, it takes at least 3 frames.
If the frame rate is 30fps,
The total time of this process is 1 second / 30 * 3 = 99 milliseconds,
More sensitive users will have a slight sense of delay.
If it is a 60fps game, the total response time will be reduced by half,
About 50 milliseconds.
And that's not counting the time the device is delayed,
In the actual environment, the hardware device itself also has a delay,
It may also take a while from the time you click the mouse to the time the CPU receives the mouse click.
[Note]: The above process originates from NVIDIA's official website, about the response time, you can also look at the NVIDIA article, in which NVIDIA has been madly advocating 240fps.
https://www.nvidia.cn/geforce/news/what-is-fps-and-how-it-helps-you-win-games/
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Seeing this, I believe that the reader already has an answer to the question raised at the beginning. At the end of this article, I would like to add a relatively new knowledge, that is, although the film industry is still dominated by 24fps, many people have begun to explore and try higher frame rate movies.
Last year's domestic film "Win the Championship" and the earlier blockbuster "The Hobbit" both made an attempt at 48fps and received good feedback. Perhaps in the future, in addition to higher clarity, higher FPS is also the development direction of the film industry.