Frames-per-second. Motion blur. They're terms you're probably familiar with if you've ever tinkered with game settings or rendering a project. But have you ever wondered how they actually work and what a 60 fps has more/less from a 23.97 standard framerate?
Some backround first:The human visual system can process 10 to 12 separate images per second, perceiving them individually. Early silent films had a frame rate from 14 to 24 FPS which was enough for the sense of motion, but it was perceived as jerky motion. Thomas Edison said that 46 frames per second was the minimum requirement in order not to stress the eye.
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Basic types of frame rate:There are three main frame rate standards in the TV and digital cinema business: 24p(23.970), 25p, and 30p. However, more of the are used such as 50p/60p and 72p progressive format up to the point of 300 FPS
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Now a bit about motion blur:In computer animation (2D or 3D) it is computer simulation in time and/or on each frame that the 3D rendering/animation is being made with real video camera during its fast motion or fast motion of "cinematized" objects or to make it look more natural or smoother. In 2D computer graphics, motion blur is an artistic filter that converts the digital image in order to simulate the effect. Many graphical software products (e.g. Adobe Photoshop/After Effects, Sony Vegas -through plug-ins- or GIMP) offer simple motion blur filters.
There are some negatives though in its use as it can obscure the exact position of an object in slow motion.
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Here is a usefull app that you can play with the parameters yourself to see the connection these 2 have.You can also see the connection of natural motion blur and low and fps'
Hope this clears things a bit