FramesPerSecond

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  • YouTube app for Android and iOS now supports 60 FPS playback

    by 
    Andrew Tarantola
    Andrew Tarantola
    06.30.2015

    Google's been systematically rolling out high frame rate (HFR) video -- that's 60 frames per second -- across its YouTube ecosystem for a couple of months now. HFR debuted on standard videos last October. It hit YT's live streaming service in May and today Google announced that the YouTube mobile app for both iOS and Android will now feature 60 FPS playback. Now you'll be able to follow Far Cry 4 walkthroughs on your mobile device with the same silky smooth playback that you see on your TV.

  • Red posts high frame-rate video demonstration to smooth out misconceptions

    by 
    Steve Dent
    Steve Dent
    08.23.2012

    If you're still unsure about what you'll be getting into if you see the 48fps version of "Hobbit," Red has jumped into the fray with an article on its website and, most importantly, high quality HFR (high frame-rate) videos. It delves into all the aspects of the tech, starting with a primer on the minimum frame rate required to perceive motion, illustrated by a pair of clips to show the threshold. From there it details "judder" when panning at 24 fps versus 60 fps, motion blur, the possibility of brighter projection with HFR in 3D and of course, action at slower versus faster frame speeds. Finally, it demonstrates the hated "TruMotion" soap opera-esque interpolation method on modern TVs, and why that's different from true fast-frames. Sure, Red has a vested interest in seeing upcoming HFR films from its Epic camera succeed, but a little education might be what's needed to break old habits.

  • Editorial: Despite shaky 48 fps Hobbit preview, high frame rates will take off

    by 
    Steve Dent
    Steve Dent
    05.28.2012

    Well actually, the Hobbit preview wasn't shaky, it was smooth -- maybe too smooth -- and that's the point. "It does take you a while to get used to," Peter Jackson has admitted, referring to the surprisingly fluid motion of his 48 fps movie footage. But is he right to think audiences will even give it a chance? The launch of high frame-rate (HFR) cinema is surrounded by publicity in the run-up to the Hobbit's debut on December 12th, but it equally has a lot going against it. For starters, the film's 48 fps preview wasn't exactly received warmly. On top of that, the video-style appearance of HFR has a long history of being disliked by movie-goers -- past attempts since the 1970s have all flamed out. 85 years after the first 24 fps movies, the same number of frames are still going stubbornly through the gate (digital or otherwise) each second, so that must be what "filmic" is, right? Or will we look back on 24fps as the bad old days? Read on to see if these new/old-fangled frame speeds might survive, and though a 48 fps Hobbit trailer isn't available, we've provided a couple of clips to help you judge what two-dimensional HFR looks like.

  • Frame rate debate rages on with 48 fps projection of 3D Hobbit footage

    by 
    Steve Dent
    Steve Dent
    04.25.2012

    With his use of Red cameras, 3ality rigs, and high frame rate 3D technology, no one can accuse Peter Jackson of being stuck in the past. Need more evidence of his anti-luddism? He just gave the first projection of footage from his 3D opus "The Hobbit: An Unexpected Journey" in its full 48 fps glory at the CinemaCon convention in Las Vegas. With the public having endured 80 years of 24 fps film-watching, Jackson appealed to viewers to allow their eyes to adjust to the doubled rate during the ten minute screening. But the reaction showed that public acceptance might take a while. One projectionist compared it to made-for-TV fare, and others referenced Mexican soap-operas and TruMotion. The reply to these criticisms by Jackson (and James Cameron) has always been that 3D is better suited to faster frame rates than 2D -- making it more immersive, reducing headaches and improving stereoscopy. We'll have to wait for the film's release this December to find out whether he's right, or if this attempt at high frame speeds will go the way of Showscan.

  • SteelSeries Sensei mouse points at the moon, we concentrate on its finger

    by 
    Amar Toor
    Amar Toor
    08.12.2011

    It's been more than two years since SteelSeries unveiled its Xai and Kinzu gaming mice, but the peripheral maker has now returned with a brand new sword in hand -- the sleek and presumably sage Sensei. The device, unveiled yesterday, is powered by a 32-bit ARM processor that can digest images at up to 12,000 frames per second and rocks up to 5,700 CPI, with a Double CPI option that extends to 11,400 DCPI, for users gaming across multiple screens. The ambidextrous controller also comes outfitted in a metal coating that won't slip from your hands and connects to computers via a gold-plated USB. Best of all, PC gamers can use SteelSeries' Engine software to customize their experience even further, with pre-set configurations and user profiles. The Sensei is slated for release next month, when it will retail for $90 (or €90). Click past the break for more details in the full press release.

  • Peter Jackson shooting The Hobbit at 48FPS, should speed up those long walking scenes

    by 
    Brian Heater
    Brian Heater
    04.25.2011

    Say goodbye to blurry Orcs, because The Hobbit is going 48 frames per second. King of Kong Peter Jackson announced via Facebook that the two-part Lord of the Rings prequel will be shot at an increased frame rate, double the 24FPS that has been the industry standard for the better part of a century. Halo's non-director preemptively addressed critics of the technology, comparing it to the transition from vinyl to CDs -- which, let's face it, some folks still aren't all that psyched about. The technology, when combined with a 48FPS projector, should cut down on blur and strobe. Jackson and Warner Bros. have their fingers crossed that a sufficient number of theaters will be capable of projecting at that speed when the film opens in December 2012. We're eagerly awaiting James Cameron's reaction -- and George Lucas's inevitable Star Wars re-re-re-re-release at the new speed.

  • Confirmed: EVO 4G update removes framerate cap

    by 
    Ross Miller
    Ross Miller
    09.24.2010

    You hoped, you opined, you might have even prayed -- and as it turns out, you win. As many of you have suspected, the latest firmware update to Sprint / HTC's EVO 4G does, in fact, let us break past the former 30 frames per second barrier. You know, the one HTC said couldn't be crossed with software updates alone. At least, it did for our handheld, as you can see above. Good news for everyone bothered by this (now seemingly) artificial limit -- now back to your regularly-scheduled WiMAX enjoyment.

  • HTC EVO 4G's graphics capped at 30FPS?

    by 
    Ross Miller
    Ross Miller
    06.10.2010

    Reports are flying in from across the internet -- and by that we mean the xda-developers and Google Code forums -- that the EVO 4G might have something of a framerate issue. It seems that the device is "locked in" at 30 frames per second both in 2D (Canvas) and 3D (openGL) modes, while anecdotally, a phone like the Hero hits 54fps on average and has "smoother scrolling" in the menus. This apparently is visible both with the standard Sense UI installed and with the Froyo preview build, although in the latter case the Nexus One bootup video is 60fps before halving upon reaching the home screen. So, wherein lies the culprit? For Google's part, Android framework engineer "Romain Guy" responded to one thread reasserting the platform team's "target was, is and will be 60fps." We can't imagine it's related to the hardware given the EVO's impressive specs. Some fingers, ergo, are being pointed towards firmware. This wouldn't be the first time HTC's handsets have come under scrutiny for troubling graphical performance -- 2008 was not the company's finest year in that department. Whatever the reason is, we just want a quick resolve -- after all, it's just not fair when our Hero-carrying buddies are scoring better benchmarks.

  • A look at the framework of Apple's iPad ad

    by 
    Sang Tang
    Sang Tang
    03.09.2010

    The iPad, like the iPhone, used the Oscars to make its ad debut. As is typical with an Apple ad, the iPad's ad featured a montage of different uses for the device, all while set to the backdrop of a catchy tune. In making his case for the iPad, Apple CEO Steve Jobs noted that it would offer a better experience than a smartphone and a notebook computer in the following areas: Browsing Email Photos Videos Music Games eBooks The iPad's first ad reflects this ideal. The ad, when analyzed based on the on-air time dedicated to a particular function, reveals a device that will be marketed for jack-of-all-trades functionality, with a particular focus on its media consumption appeal and differentiation. About 80 percent of all 720 frames (30 seconds of total ad's total time multiplied by 24 frames per second) of the iPad's ad showed an app being used. And within this time, the photo app was shown the most, accounting for 26 percent of total frames where an app is being used. The mail app came in second, with 22 percent. With 20 percent of airtime, the iBook app highlights Apple positioning the iPad to compete against eBook readers. While a New York Times app wasn't shown, the ad, which shows the paper being displayed in a Safari browser window instead, also points to Apple positioning the iPad to appeal those who consume traditional print media publications -- such as newspapers and magazines. Although a Safari browser was briefly shown toward the end of the ad browsing Facebook, almost all Safari activity displayed the New York Times. In a September 2009 interview with the New York Times' David Pogue, Steve Jobs provided somewhat of a glimpse into how Apple would market and differentiate the iPad. Jobs argued that while dedicated devices such as Amazon's Kindle will always exist and that they may have offer some advantages in doing just one thing, "general-purpose devices will win the day" because "people just probably aren't willing to pay for a dedicated device." The iPad's first ad clearly follows this ideal.

  • Ricoh's CX1 camera gets reviewed

    by 
    Joseph L. Flatley
    Joseph L. Flatley
    03.24.2009

    The kids at Photography Blog have finally got their hands on that Ricoh CX1 that won our respect not too long ago, and they've been cool enough to post a review online. The camera, the reviewer said, begins where the ol' R10 left off, throwing features like multi-pattern auto white balance, multi-target auto focus, and 4fps continuous shooting speed into the mix, making this "the best Ricoh point-and-shoot yet." That said, it can't all be groovy -- the review goes on to cite the camera's "bog-standard" 640 x 480 / 30fps video and rudimentary face detection as "nothing to write home about." Image quality -- often a deal-breaker for this company -- has greatly improved, with a new 9 megapixel CMOS sensor sporting "a now usable ISO range of 80-800." Of course, the big news is the camera's high dynamic range. DR mode is, for the most part, "radical and very effective." But there's much more to it -- hit that read link for all the gory details.

  • Ricoh's CX1 point and shoot combines two shots for greater dynamic range, glory

    by 
    Tim Stevens
    Tim Stevens
    02.19.2009

    While high dynamic range is only recently getting some attention in the gaming and display worlds, for decades it's been a tool of serious photographers wanting eye-popping exposures. Now Ricoh's gone and offered it to the masses with its latest consumer digi cam, the CX1, creating a "dynamic range double shot" mode that takes two images nearly simultaneously with different exposures, then combines them automatically to present the best bits of both. It features a 9 megapixel CMOS sensor fronted by a 7.1x (28-200mm) lens and backed by a 3-inch LCD. VGA videos are a bit disappointing these days, but 120 frames per second can be captured at that resolution, which is good news for slow-mo junkies. UK release is mid-March for £299, about $430, and we expect/hope it'll be lighting up dim photos Stateside around the same time. %Gallery-45312%[Via PhotographyBLOG]

  • 1UP: 360 football games to run faster than PS3

    by 
    Kyle Orland
    Kyle Orland
    07.02.2007

    Football is a game of split second decisions, and simulating the sport on the Xbox 360 will soon let you split those seconds more finely. 1UP is reporting that this summer's major pigskin simulators -- EA's Madden NFL 08 and NCAA Football 2008 and 2K Sports' All-Pro Football 2K8 -- will run at 60 frames per second on the Xbox 360 and 30 frames per second on the PS3. The move represents a jump from previous Madden games, which ran at 30 frames per second on all platforms, including the Xbox 360 and PS3. While the additional frames mean smoother, more fluid animation in the 360 versions, it's still unclear how the jump will impact graphical fidelity or resolution. A comparison between both versions of last year's Madden 07 conducted by Gamespot showed the 360 version had "sharper textures on the character models in the close-up shots shown between plays." In comparing this year's games, 1UP simply stated that "All-Pro Football 2K8 definitely runs better on Xbox 360." The reasons behind this frame rate difference are hard to pin down. Todd Sitrin, EA Vice President of Marketing Sports Branding, told 1UP that there are trade offs in designing football simulations and that "every company making a football game this year made a decision that the best experience for the Xbox 360 included 60fps whereas the best experience for the PS3 was 30fps." Extra time and familiarity with the Xbox 360 hardware could have influenced the development, as could the purported difficulty in programming for the PS3's multi-processor architecture. [Thanks to everyone who sent this in]