HFR and The Hobbit: There and Back Again | OUPblog -
HFR and The Hobbit: There and Back Again | OUPblog
"Is it the sense of experiencing reality that makes movies so compelling? Technological advances in film, such as sound, color, widescreen, 3-D, and now high frame rate (HFR), have offered ever increasing semblances of realism on the screen. In The Hobbit: An Unexpected Journey, we are introduced to the world of 48 frames per second (fps), which presents much sharper moving images than what we’ve seen in movies produced at the standard 24 fps. Yet many viewers, including myself, have come away with a less-than-satisfying experience as the sharp rendering of the characters portrayed is reminiscent of either old videotaped TV programs (soap operas, BBC productions) or recent CGI video games. What features of HFR create this new sensory experience and why does it appear so unsettlingly similar to the experience of watching a low budget TV program?" - Maitani from Bookmarklet
"One factor that can be ruled out is the potential difference in flicker rate. Moving images are of course created by the rapid succession of still frames, and thus the flicker or on-and-off rate must be fast enough so that we do not perceive any change in illumination between frames. With early silent films, the flicker rate was less than 16 fps, and a noticeable flashing or flickering was apparent (hence the term “flicks” to refer to these early movies). Since the advent of sound, the standard has been 24 fps, though the flicker rate is increased with the use of a propeller-like shutter that spins rapidly in a movie projector so that a movie running at 24 fps actually presents each frame two or three times, thereby increasing the flicker rate to 48 or 72 fps. Thus, with respect to flicker rate we have always watched movies at HFR." - Maitani