SuperNova said:
Thanks for your reply. It's an awesome post!
As for your questions, I don't tend to get it as much with normal Tv broadcasts. Sometimes I get little motion sick, it happens very rarely though. I've never had it watching Dr. Who.
With 60 FPS games before motion blur, I'm not too sure. I've never noticed any troubles, so I guess it might be more than just the motion blur. Also, with games a lot depends on how the camera moves. One Allison Road demo video made me miserably motion sick, for example.
Hmm. So basically I become motion sick because 60 fps looks too close, to reality and my brain can't deal with the dissonance.
I do get motion sick with 60 fps on a stationary camera too though, so it not just limited to fast camera movement or fast action heavy scenes, wich is wierd I guess.
Avatar looks like a really beautiful game already, so I'm not as bothered.;P
Also I saw your reply to speaming after posting mine, so thanks for clarifying!
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Yep, ironically hfr to make movies look closer to reality does the exact opposite. A lot of movies use shaky camera footage to make it more 'real'. It's not just the camera movement that does this, by making it harder to follow your brain does more work to fill in the gaps. A lot of action scenes would like quite tame with a stationary camera. Filming these at hfr makes them easier to follow, causing them to look more tame, next to giving a lot more people motion sickness.
It's the same as the most effective horror movies and games are those that show the least.
It depends on the movie of course. Animated movies at 60fps look great. There adding the realness factor of hfr does work. Of course it already takes months to render an animated movie at 24 fps. Quite costly to go to 60 fps.
Here is an awesome post about the 'realness' factor of higher frame rates.
http://accidentalscientist.com/2014/12/why-movies-look-weird-at-48fps-and-games-are-better-at-60fps-and-the-uncanny-valley.html
It goes into detail of how our eyes work. Basicially the human eye uses microtremmor for edge detection and thus motion detecion. Your eyes continuously wobble at about 83hz to sweep the light accross the receptor cells (about 3 of them on average).
Let’s assume that if (like real life) what you’re seeing is continuously changing, and noisy, your brain can pick out the sparse signal from the data very effectively. It can supersample (as we talked about above), and derive twice the data from it. In fact, the signal has to be noisy for the best results – we know that from a phenomenon known as Stochastic Resonance.
What’s more, if we accept that an oscillation of 83.68Hz allows us to perceive double the resolution, what happens if you show someone pictures that vary (like a movie, or a videogame) at less than half the rate of the oscillation?
We’re no longer receiving a signal that changes fast enough to allow the super-sampling operation to happen. So we’re throwing away a lot of perceived-motion data, and a lot of detail as well.
If it’s updating higher than half the rate of oscillation? As the eye wobbles around, it’ll sample more details, and can use that information to build up a better picture of the world. Even better if we’ve got a bit of film-grain noise in there (preferably via temporal anti-aliasing) to fill in the gaps.
It just so happens that half of 83.68Hz is about 41Hz. So if you’re going to have high-resolution pulled properly out of an image, that image needs to be noisy (like film-grain) and update at > 41Hz. Like, say, The Hobbit. Or any twitch-shooter.
Less than that? Say, 24fps? Or 30fps for a game? You’re below the limit. Your eye will sample the same image twice, and won’t be able to pull out any extra spatial information from the oscillation. Everything will appear a little dreamier, and lower resolution. (Or at least, you’ll be limited to the resolution of the media that is displaying the image, rather than some theoretical stochastic limit).
He also explains the usefulness to film grain in games and why 60fps can be more useful that doubling resolution for 3D games. Worth a read.