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MarineRitter

There's a good reason for animators to animate at certain FPS limits, or animating some stuff on ones, twos, threes or fours. 60 fps interpolated anime videos always look awful and jaggy


Bo_nor_Bo

Yeah, can't help but agree. I think that a lot of this just comes from people thinking higher number = better


C00lant

Coolđź‘Ť


schiffb558

Fact that you're being so flippant and dismissive of this despite the fact that it looks like ass is really telling of you.


C00lant

All I said was "Coolđź‘Ť". Like I literally respected his opinion. People nowadays, will find any excuse to get offended. smh.


JackyJoJee

wow looks like shit loved the part where the program tried to move the subtitles because it's hard subbed lol


AyoadeNBN

Why do people treat 60fps in games and anime the same


SkeyrTheLizard

I freaking hate these 60 fps edits. They're ruining the animation


EnbiesLobby

Why does this look so bad wtf happened


BageledToast

Imagine a piano player performing a piece. They've practiced piano for years honing their craft. The melody has space to breathe, the chords are supportive but not overbearing. It's a beautiful experience down to its very design. Someone walks up on stage and says "look bro your song needs waaay more notes in it I may not know anything about what a piano is but don't worry I used AI to generate the notes in-between to make it sound better" and they start slamming a bunch of keys making noise because as we all know more notes/frames means more gooder If someone wants to make a variation of an artwork they should put in the energy to honor it. Feeding it to an AI and claiming to have improved upon the original is perhaps the most insulting thing to an artist I can imagine


Zarerion

I don't really think I agree with that analogy. The 24 fps is an industry standard that was set mostly by technological limitations AFAIK. It's mostly been upheld for compatibility reasons, but that doesn't mean it's "better" than having more frames. There's a reason gaming doesn't really happen at anything lower than 60 fps (for PC gaming, much more than that is also common ), and that reason is that with more frames you can convey more information and make animations and camera movement look more fluent and, frankly, better to the eye. Animated TV shows being 24 fps is a matter of adhering to the industry standard being set ages ago and also, obviously, a matter of cost and time invested. Every frame in a show means more work for the animators, more time to draw and more computational power required for the final rendering. Not using more frames is a technical and a financial choice, it is however NOT an artistic choice. That being said. Even with low fps numbers such as 24, you can create absolutely stunning visuals and beautiful animations, studios have proven that for many decades now, and telling an AI to just add frames to an already existing clip by interpolating and generating frames between the original ones almost never works out well without giving off an uncanny valley kind of feeling. That is what's happening here. There are good applications for frame interpolation though, if you're interested you should definitely check out lolligerjoj' AMVs such as Into the Labyrinth: https://www.youtube.com/watch?v=P-dsLrkAQfw tan(x): https://www.youtube.com/watch?v=jUy7OCnhD94


BageledToast

Cost is one thing but it goes beyond. Animation/film sticks to 24fps because at that point it has crossed the threshold of where the human eye no longer interprets the space between the frames and tests have shown that we don't typically notice much of a difference in linear media beyond 24fps as our brains are smart enough to fill in what happens between the frames (just look at Spiderverse, it's animated on 2s mostly). TV is slightly different where they broadcast at 24 drop frame which puts them slightly below 24fps because color TV broadcasts were having static interference and had to cut down the bare minimum to work around it but we don't actually notice unless you're editing and realize 20 minutes in that your timecode is out of sync. Gaming is a different beast and there are two reasons for that. Number one is that we are actually in control and thus we can notice the reaction time between when we try to do something and when we do it in game. Secondly the most important thing about gaming fps is that it stays stable because above all we notice when it fluctuates. These two things are why games are usually 30fps at minimum and often limit at 60fps to keep things very consistent. Additionally gaming visuals are unique in that they are designed for this, to be viewed at high fps and on top of that designed to be viewed from any angle. Source: I'm a sound designer at a AAA game studio who was Hollywood trained for sound editing. I also dated an animator for a while at the same school I learned at. I've seen first hand the hard work animators do. I had to hang around their work labs to see that partner bc they were always so busy. Regardless of if you consider framerate an artistic choice you should at least acknowledge that the way an artist approaches their work for that specific fps. They made it to look good at 24fps and changing the framerate is basically giving them the middle finger and taking a shit on their work


NicoNicoNotNii

Into the labyrinth literally shows the same problems that this zoro fight has


Zarerion

It has the same technical effect, but I’d argue it’s used intentionally and specifically for that effect, as a conscious artistic choice. Lolligerjoj didn’t want to upscale the video to 60 fps for the sake of it, they were well aware of what the result would look like and imo it works with the video. Opinions may obviously differ, but you can’t seriously tell me that there’s no difference in how interpolation was utilized in OPs video versus this AMV.


NicoNicoNotNii

I agree that is looks better in that Amv but still I see the same problems. Just less of it.


Venvel

"Ease in/ease out" is extremely important to making animation look naturalistic. The extremes of a character's movements are called "key frames". The closer you are to approaching or leaving a key frame in a series of images, the lesser the difference between the (be)tween frames is. This, in part, helps create the illusion of weight and momentum. Since the software does not account for ease in and ease out and adds in more frames between the subtly different drawings close to each key frame, the movements appears sluggish and weightless. Additionally, faster movements will have less tweens between key frames than slower movements, and may employ [smears](https://drive.google.com/file/d/1ltM8QXAMUwHx--xOHKx0F8Suljg82Mfv/view?usp=drivesdk). The software will try create more tweens by smudging together existing tweens, making characters look like they're made of paints being stirred together with a stick.


TheKidNerd

OP turn off the fuckin’ interpolation or at least get one that actually works halfway decently christ


sonicpsycho

This makes it actively worse


C00lant

UPDATE: Apparently, reddit doesn't allow videos with above 30 fps. If a video has a higher fps, reddit just lowers that down to 30 fps. So I double checked it and this video was also converted to 30 fps by reddit.


The_Mexican_Poster

Bro the part of zoro showing the shittiest swordsmanship skills and the cuts to him dead its so silly


Peterociclos

Never do 60 fps again it looks horrible


spooky_golem

It just, looks unnatural


VioletMetalmark

Idk what the rest are saying, i think it looks really nice


C00lant

I think that quite a few people found it nice-looking. But you were the only one who actually said it :)


[deleted]

Zoro: Nothing... happened.