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I've been rendering animations all week, and the total output is more than 2,500 frames.

Since I'm in animation mode, I think it's about time to address one of the things that's been a focal point of VNs for the last few years. 30FPS, or 60FPS animations?

30FPS or 60FPS

U4iA animations are rendered at 30FPS. Leap of Faith, on the other hand, was one of the first VNs to be rendered at 60FPS (from chapter 3 and onwards, and using frame doubling on some segments where needed). So why did I go back to 30 for my second game?

First of all, you can't compare a movie cutscene with actual gameplay FPS. While playing a game, 120FPS is good because you're in control of what happens on screen. A 120 fps high-motion cutscene will probably cause nausea. So, high frame numbers in themselves are not a target for anyone making a VN. It's not a formula where the higher the number, the better the quality.

Film Look

Movies are separated into two categories. The first is Film Look, which is any blockbuster movie shot with expensive cameras. The industry standard for movies is 24FPS. That includes movies such as The Lord of the Rings trilogy and the Marvel Cinematic Universe. No one in their right mind will say they are visually lacking. In the last few years, some movies have used 48FPS, such as The Hobbit movies and Avatar: The Way of the Water (which has 48FPS segments).

Soap Opera Effect

The other category is the Soap Opera Effect. As its name suggests, it's used in soap operas/daytime dramas, which are shot with much cheaper equipment, and recorded at 30 (now 60) FPS, and are often criticized for being too 'perfect-looking' (lacking effects such as motion blur) - thus being perfect for things like livestreaming sports events.

In Daz, there is no motion blur either. I can turn the camera as fast as I want, or spin a car wheel in an animation, and there will never be any kind of motion blur. Every frame will be pixel-perfect and match the quality of a story render.

So, with that said, it makes sense that we're using the 30/60 Soap Opera FPS format for VNs, but I mentioned both for comparison.

As I said earlier, U4iA's animations run at 30FPS, and I still think the animations look better than Leap of Faith's 60FPS. (Again, for comparison, Pixar uses 24FPS for their animations.) Daz animations are largely (not just mine, almost everyone's) slowmo-ish and cinematic. It's something I've been working hard to improve and speed up throughout making U4iA, to increase realism.

And for the scene I've been working on this week, they're going at it at a decent pace. In fact, the whole 'in-out loop' was only 15 frames. It meant a lot of detail was lost when using 30FPS, and I eventually decided to render that segment at 60FPS.

So, tl;dr, I will start using 60FPS for the more 'speedy' sequences where it is needed, but 30FPS is more than good enough for most animations. Caressing, teasing, kissing, and long-distance cinematic shots of the sunsets do absolutely not need 60FPS, and hopefully, this wall of text post proves it. Besides, it would have added months to the development time.

I mean, I could have bought four more render rigs, but then I'd probably have done 4K animations in 30FPS instead.

Stay safe out there, and enjoy your unlimited FPS weekend! :)

// Drifty

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Comments

JEH

Thanks for this interesting update about FPS in animations.👍😊

HunterTheDIK

I'm with you on this. Most people don't know exactly what you just explained. More =/= better when it comes to frames per second. When it's a matter of getting the episode done in half the time, rendering in 30fps is a no-brainer. Keep up the great work, Drifty!

Blood Of A Hero

Thanks for the update Drifty! I appreciate the insight into FPS in the films industry! I always figured most things were shot at 30 FPS only. And of course, I appreciate all of your work in U4iA! I finally had a moment to start playing the game in its entirety and it's going great so far ❤️ I hope development continues to go well, have a great weekend and stay safe and warm out there❤️❤️❤️

Sewer Rat

Unfortunately I didn't even had the chance to play the last episode, hopefully I'll get home before Xmas so I can play... thanks drifts for bringing me entertainment!

Tom W

Always enjoy your updates. And your technical descriptions of your work are always great.

Calhoun28

Whatever you are doing just keep doing it. That's all I have to say. 😉

Jacky

I absolutely agree with you point of view. When I first time read the first lines of you notes I also think why need 60fps if movie files also 24-30fps max. 240fps nice from marketing point of view just somebody show me as able differentiate between 60-120-144-240fps. I am not FPS (here means shooting games) fun so from my point of view who cares about 60fps VNs. About 4k also have similar situation about they forget the physic. You can buy 4K monitor in small size (17-21inch) and sitting on the regular 40-60cm distance but you eyes unable differentiate two pixels due your eyes physical retina resolution smaller. You can talk about 1080p screen on mobiles similar situation. Do you get magnifier for you new mobile? Monitor visible resolution strongly depend on screen size and view distance. And for the high fps funs: https://scienceinsights.org/what-fps-do-humans-see-in-the-science-explained/ also science said 50-90Hz for healthy adult. I am saying as person who is measured by eye-specialist as 150% of the average persons resolution (eye-specialist said "fuck it and get out, you have better eyes then my one").

Wolfgang Kümmel

Hello Drifty! It's interesting that you bring up the topic of "fps". I assume that you are addressing the topic out of your own interest, because I don't think anyone has recognized a problem with your games that can be traced back to too low "frames per second", i.e. "stuttering" of the image in certain sequences. At least I haven't been able to determine that yet, neither with LoF nor with u4ia. I've been playing computer games for years and build my own hardware for them. For example, I play "Cyberpunk 2077" at 60 fps, and it runs really smoothly. "Baldur's Gate 3" also runs completely smoothly at 30 fps, and both games run on my WQHD monitor in 1440p, i.e. in quite high resolution. And of course, high fps values are vital for first-person shooters! So I can't imagine that the cutscenes and animations of your game will ever stutter at 30fps. In any case, I am looking forward to the further continuation of this exciting story! And who knows, maybe a love or kiss sequence with 60 fps would be over way too quickly, so better 30fps, then we'll have more of it? 😉 Have a nice weekend!

Brim

I appreciate the detailed breakdown. Thanks Drifty.

Charles S

For what you're doing 30 fps is perfectly fine, no reason to need more.

Drifty

Remember that making 60fps animations takes exactly twice as long to render as 30fps. Meaning, this one week of rendering animations only would have needed another week to complete if I had opted for 60fps.

Alonzo Gonzalez

Huh. It didn't even occur to me about the frames of your animation. Why? Because I already liked the animations and didn't really care about the frames. Keep doing what you're doing Drifty.