User blog comment:Zolnir/60 Frames Per Second/@comment-9090085-20141213104539/@comment-9090085-20141214001808

Did you actually look at those things I linked? I mean, I know it was 3am when I posted and the first video was really f-ing long, but it also mentioned why video games use 30 & 60fps; and it's not because of visuals - it's because those are the speeds gaming hardware runs best at.

Seeing as you don't really know what keyframes are, and since I've dabbled in animation, 3D modeling and Gamemaker, I'll try and explain to the best of my knowledge:

"Keyframes" is a term taken from hand-drawn animation, where the core animation team does 1 out of every X number of frames in an animation, and sends them to another company with lots of lesser artists to draw the "inbetween" frames, using the originals as "keys" for their work(this can be a reason for animation errors). In 3D animation it's a similar principal, but a little different: 3D modeling programs don't have "frames"; instead they have a timeline. "Keyframes" in this case mean instants on that timeline where the animator sets the positions of the models; the program itself moves the models between those key moments(based off of distance between the where the model is and where it needs to go, and how soon it needs to get there).

Here's the catch: while the modeling program itself may not have any frames, the video capture software does. The capture software takes that 3D world and takes a sequence 2D images of it, turning it into a video; remember that "frame skipping effect" you mentioned earlier? That's not a side effect how it's animated - it's a side effect of it being a static show and not a dynamic video game. I should also mention that here is where the fps of the show is set: that means that in order to get a higher fps, it needs to be recorded at that higher fps by the capture software. Afterwards they do post-production on the frames they'd recorded - adding motion blur and other effects to make frames transition smoothly.

The combination of using pre-made frames and after effects made for those frames is probably why these 60fps videos look wrong to me. When they're running perfectly on my dinosaur PC(I.e. not skipping frames or tearing and creating multiple overlapping images) they look... off. For instance, after "Ice Flowers" in ep4, everything looks "speed up", like it's on fast forward. That's largely fine during the fight itself, but after Roman gets out of the mech, he looks speedy and unnatural; in a stark contrast how life-like the characters look normally. Similarly, in the Yang vs Neo fight, it just looked "sluggish" to me(not to mention I had already pick up on all the hits Neo had landed the first time, so I'm not really picking up things I missed); but when Raven appeared, everything suddenly became "normal" again.

"Whatever FPS it's running on is the natural FPS for the movie - anything faster or slower would absolutely destroy that." - unfortunately the only differences between shows and movies is budget and runtime. And seeing as the frames are "touched up" to match the framerate, artificially increasing the framerate will generaly result in an artificial-looking video.