I saw it in 3D at 48fps. Both completely killed the movie. In the very opening scene where Bilbo is picking up the book, it looked too fast. It was the opposite of "smooth".
I don't care about the technical arguments about how more frames per second is smoother. It doesn't look right subjectively. I don't know if its interlacing, or that it was high fps combined with 3D, but it continuously kept pulling me out of the story and taking notice of how fake everything looked.
Everything that was epic in Lord of the Rings just looked phoney. It was incredibly easy to see the CG effects on the orcs, goblins, and wargs.
I'm thinking about seeing the movie again in a week or so, but just the normal 24fps, non-3D version.
I really hope this isn't the future of movies, because it looks freaking awful.
If you believe that the purpose of a film format is simply to convey moving images to the viewer with as much fidelity and control as possible, as I do, then 48 FPS is objectively better (and 96 FPS would be better still, although there are obviously diminishing returns). The other opinion, which is that 24 FPS has some inherent artistic merit that makes it the ideal format for cinema, is bizarre and incomprehensible to me, and that type of argument could be (and probably was) used to argue against audio ("talkies"), color, surround sound, digital color correction, etc.
I saw The Hobbit both in 3D HFR (digital projection) and 3D IMAX ("real" IMAX, 70mm film projection, in 24 FPS). The difference in fidelity to me was smack-in-the-face obvious. HFR just looks so much better. In 24 FPS, the strobing in any shot with camera movement is so bad that it feels more like a camera or projector malfunction than a format that some people genuinely prefer for artistic reasons.
I definitely hope HFR is the future of cinema, just like I hope high resolution LCD displays become even more widespread, cell broadband networks get faster, digital cameras get better and higher resolution sensors, etc. I believe all these things are strictly better. To me, arguing that 24 FPS is better than 48 FPS is as bizarre as arguing that everyone should still use dial-up Internet just for the experience and so they will not take the wonder of the Internet for granted.
As used in the current film, 48FPS diminishes selectivity of detail, one of the most important attributes of any artform. In this film it is ALL detail, ALL the time.
For an analogy, think of it in literary terms: 48FPS is akin to a writer endlessly pouring over every minute detail of his scene, at the expense of plot, characterization, theme, etc. In literature, that might become a hallmark of style (Dickens), but even so, when the plot needs to move, one dials down the descriptiveness. In film, we're swept along at the movie's pace, and there isn't always time to process the blanket intensity of detail at 48 FPS. It can easily draw our attention to non-essential parts of the shot, and overwhelm visual attention at the expense of auditory story-tracking.
FWIW, I saw the film in 48 FPS 3D, and I truly tried to be as open minded and objective about what I was viewing, trying to approach the content, style, and technology on its own terms. (I find this is often the way to get the most enjoyable experience out of a movie.) There were moments when I found the level of detail breathtaking. Unfortunately, there were more where I found it to be distracting, and the motion strangely awkward. For the most part, I did appreciate the lack of motion blur on panning shots.
Perhaps what is needed is a new method of dialing the detail up or down within the shot when using HFR, beyond the current means of focus, depth of field, and lighting. Like a painter selectively using detailed rendering techniques on different faces within a scene, filmmakers shooting at 48 FPS could then more easily direct their audience's glance and attention according to the aims of the narrative.
But as in any art, there's no easy answer here. It's always going to be about tradeoffs.
About a week ago I was at the Microsoft campus in Redmond and had a chance to watch an action scene from the last Batman movie in one of their living room studios. The TV was pretty new and was showing the movie in interpolation mode or something. Subjectively, it looked like the Hobbit did. It didn't seem natural and kept pulling me out of enjoying the film. This comes with the comparison that I saw the same Batman movie in the theater this year and it looked much better at the slower frame rate.
I believe the optimal goal for fps is to mimic exactly what the human brain perceives with vision. Movies and/or video games should eventually seem like you're a spectator or looking through a window.
I just read through this page and it provides some good background, http://www.100fps.com/how_many_frames_can_humans_see.htm.
Basically, I think what was lacking in the Hobbit was a significant amount of motion blur. That's what we get naturally at a lower frame rate like 24fps. Simply pumping up the fps to 48 without adjusting for motion blur is what makes it feel weird. It definitely provides more visual detail, but that isn't optimal for the viewing experience.
I think an interesting experiment to do in the next few months will be to take the 48fps non-3D version of the Hobbit and add motion blur in certain test scenes while maintaining the higher frame rate. I hypothesize this will let us see more detail and make the images richer while appearing more natural to the brain.
Well, it depends. For one, it coincides better with the ~1/25 rate of which a retina persists an afterimage, which might give it a better perceptual look over a higher frame rate.
And perhaps it's not the "as much fidelity" part that is asked of the film medium, but the illusion of a different world, which better fidelity would destroy.
>and that type of argument could be (and probably was) used to argue against audio ("talkies"), color, surround sound, digital color correction, etc.
Well, from a purely artistic perspective, the argument is not incomprehensible at all, even against audio, color, surround sound and such, depending on the prevailing theory of art.
And, purely empirically, I'd go on to say that the more technologically advanced a movie, the worse film it is. But I come from a European/French perspective on the art of cinema, and I wouldn't consider Avatar or LoTR as a "good" film at all.
This is like a reverse slippery slope argument. I have not seen one quote, newspaper article, book excerpt, and so on that would back up the claim that there was widespread opposition to audio or color.
I say this just from watching game streams at 60 FPS, at first it looks like it's faster it should be somehow, but soon enough it just becomes normal and you wonder how you put up with low FPS streams.
The adjustment period might be a bit longer with film, but it'll happen eventually.
Other than that, I think your argument works.
Alternatively you could say "Orcs are unreal, so there isn't an uncanny valley at all for them"
If so, the following movie would be great: make several types of animations / sequences (both filmed and 3D and, if possible, a mix of both) but... On the left part of the movie you show it at 48fps while on the right part of the movie you show only, say, even frames (hence showing each even frame twice and skipping every uneven frame).
That would be a great "visual explanation" as to what 48fps does.
But yes, It would be neat to experience some legitimate side-by-side comparison of frame rates / motion blurs. Such a comparison has subtleties that make it hard to do fairly and cheaply.
http://100fps.com/how_many_frames_can_humans_see.htm (edit to fix small typo)
It's just interpolated 60 fps from regular frame rate movies but it works pretty well (it needs decent GPU for high-def videos).
I use it already for quite some time. Once you get pass the initial weirdness there is kinda no way back, 24 fps movies just feel broken.
It's similar to how computer games feel bad on underpowered graphics card, you do notice choppiness of 24 fps and it is pretty distracting.
BTW I did see Hobbit in 48 fps and it just felt "normal". So I suppose most of people complaining about 48 fps Hobbit just didn't get used to high frame rates yet (I expect for many it was their first experience). For me it took me few weeks for "soap opera effect" to wear off.
http://www.theverge.com/2012/12/18/3780274/48-fps-how-we-acc...
http://blog.vincentlaforet.com/2012/12/19/the-hobbit-an-unex...
I've read the first article so far, which suggests that solving problems with 48 fps present in The Hobbit is simply a matter of modifying filmmaking techniques.
> For some [filmmakers], HFR will be a potential new tool in their arsenal for telling certain types of stories in a new and exciting way, while others will be reminded of why the 2D format at 24 fps has stood the test of time for so long.
Just like dial-up for Internet and horses for transportation stood the test of time for so long. This is such an unabashed argument that "it should stay this way because it has been this at for so long" that I feel sympathetic embarrassment upon reading it.
The author's failure to be immersed is clearly due to his a priori insistence that 24 FPS is the way movie should be shot and projected. He says that himself. But there is more:
> In the opening hour of The Hobbit shown in 3D HFR – I don’t recall hearing a single sigh, or laugh. Not one. When I went to see the exact same seen with an audience of the same size on a 2D projection – I heard regular chuckles and laughter… why?
Here's why: because there are really high odds that of all the people across the world that watched the movie in both formats, at least one person would experience this. Why did Bob win the lottery? Is it because he's good at guessing lottery numbers, or is it because the odds were high that someone would win the lottery, and we chose Bob for analysis after learning that he won? In case anyone wants a counter-anecdote, I watched The Hobbit in both formats and there was a lot of laughter in both theaters. I don't have any real evidence, but I suspect most showings in all formats had considerable laughter.
> It’s like being on a film set in person: all of the magic is lost. You get to see behind the curtain and you’re no longer under the spell…
I think most critics and movie buffs are well aware that "the magic" comes from the viewer's deliberate choice to suspend disbelief. If this weren't the case, then filmmakers themselves would be unable to enjoy a film, since they would fully understand most aspects of how the film was produced. Again, this just reaffirms the author's own admission that he will only choose to be immersed if a film is projected in 24 FPS.
> The makeup wasn’t as terrible as some people say, and most of the VFX were stunning but not all. When I saw them in 2D however – it was almost like seeing another film. My attention wasn’t drawn to them … As I was focusing on central action. That challenges the "Suspension of Disbelief" theory that we all need to believe what we are seeing on screen and to get lost in it…
Oh boy. The author seems unaware that all or nearly all modern theory about suspension of disbelief places most of the responsibility on the viewer, not the artist. No artist can forcefully make you forget or ignore the fact that you're sitting down in a dark room with a bunch of other people.
I suppose I cannot dispute the author's claims about experiencing physical pain from the 3D. Perhaps there truly is some sort variation in people's visual systems that causes this. Other than the slight physical discomfort from wearing 3D glasses over my corrective glasses, all I can say is I haven't experienced that. If this were his central criticism, then it would be valid, although depending on the rate of occurrence of this medical condition it may or may not be reasonable to expect a blockbuster filmmaker to accommodate those who suffer from it.
What a BS explanation of what the author describes.
This "law of big numbers" non-explanation could be used to dismiss tons of relevant and non random events.
>Oh boy. The author seems unaware that all or nearly all modern theory about suspension of disbelief places most of the responsibility on the viewer, not the artist.
I seriously doubt this explanation, since the audience is more or less the same for every major movie. Yet some resonate with the majority of people and others do not. Any references to this "modern theory"?
I cannot imagine watching a non-live play on a screen and feel at all connected to the characters or the narrative.
The human eye can process about 60fps. I love the idea of more frames, but 60fps might be better, and eliminate the "fast-forward" jittery look.
I don't have the relevant links available to me currently, but suffice to say the eye can pick up on far, far more than 60 fps.
The fast forward look is just an adjustment period, you experience the same watching videos of games at 60fps (even though they're played in 60fps normally, it's a very odd thing).
I'm interested in higher frame rates, and want it to succeed. Perhaps 60 wouldn't be better either... but just settling on specifically 48 and saying "You'll get used to it" isn't the answer.
That's not exactly what the "uncanny valley" theory says, though.
It's about realistic vs cartoony versions of things, not about familiar vs unfamiliar things.