why on cameras a higher frame rate means a slow mo effect but with monitors and other things like that means a smoother experience instead and the spoed stays the same

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why on cameras a higher frame rate means a slow mo effect but with monitors and other things like that means a smoother experience instead and the spoed stays the same

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Anonymous 0 Comments

The thing surrounding all of this is frames per second (FPS).

Movies, for instances, are typically played at 24 frames per second, meaning the screen switches to a different image once every 24th of a second. If the film was also recorded at 24fps (as it usually is), then the image will move at the “right” speed. However, if you want to play something that was recorded at 48fps at the same constant playback speed of 24 frames per second, you can do one of two things: **a.**, you can skip every other frame, so that each of the frames you *do* play is where it should be relative to time, or **b.**, you show every frame. The player can only change pictures 24 times a second (or, it’s at least limiting itself to that rate), so it takes twice as long as it “should” to get through every frame, and the slow-down is what we call slow motion.

High refresh-rate monitors, on the other hand, are *not* locked at 24 frames per second (or 24 Hertz, when speaking about the hardware), and their high frame rate is more likely to come into play when rendering video games than when watching video. Video, as stated above, is recorded and saved at a specific frame rate (typically 30 or 60 fps), while the frames of a video game are rendered as rapidly as the hardware can draw them, with the game’s scale of time being calculated independently.

An interesting note about this is that some very old games (and maybe some very badly made recent ones) would impose their own slow motion because their hardware couldn’t go fast enough. Space Invaders, for instance, speeds up as you defeat more enemies because it no longer has to calculate the position or sprite for each defeated enemy, ergo the time taken to calculate each frame of the game gets shorter.

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