>>110481378 I use this to watch both anime and toku shows, on anime there isn't much difference in the character movement since they use lower frames but scenes with rendered stuff like CG, special effects and camera movement and transitions become really smooth and pleasant to look at, i'd suggest anyone installs it and watches the 1st yowamushi pedal OP with the filter off and on as an example, really amazing
>>110481522 These are my settings if anyone wants to use them as a reference, they are set in order to work smoothly on my most old and busted pc without overworking its CPU. you can start from here and increase the setttings as you see fit.
I will freely admit I do not know what fps anime is in, but most american animation has 12fps as the cutoff. anything lower than that is noticeable and looks bad. 60 fps would take an incredible amount of time to produce. Remember Redline? took a billion years to make.
source : anon who works in somewhat related field.
Nope. TV is 29.97. Most shows are animated in twos, giving us fifteen drawn images per second of animation.
If they already won't bump it up to thirty because of cost, they certainly aren't going to bump it up to sixty, especially if they can't broadcast the end result.
SVPfags, keep in mind that SVP is a thin wrapper around Avisynth, which can't into 10bit. It relies on ffmpeg (instead of madVR) to do the color conversion and dithering down to 8bit, meaning you've put your player into VLC mode.
>>110481813 It's a fundamentally flawed concept that makes individual frames look like piles of spaghetti that you can only hope you're blind enough not to see. The information required to accurate reproduce those nonexistant inbetween frames doesn't exist. And yet, the computer creates them anyway. Because it just makes them based off what's int he frame before and after. So when something barely moves at all, it wiggles like a worm. When there's a smear it turns into a giant flash of what the fuck happened to that person's leg?? Etc.
It's just a dumb idea from the beginning. ANime is not made at 60FPS and watching it that way is just plain stupid. It's like taking your perfectly cooked and marinated steak and then running it through a grinder, slapping it into some molds, and microwaving them before eating it.
But you can set it to use madVR instead of ffmpeg if you install the bundled madVR package that comes with it at the same time, the only downside is that you'd need a good CPU to get it to work properly without reducing quality.
>>110481894 >SVPfags, keep in mind that SVP is a thin wrapper around Avisynth, which can't into 10bit. It relies on ffmpeg (instead of madVR) to do the color conversion and dithering down to 8bit, meaning you've put your player into VLC mode. That's fine. 10-bit dithered to 8-bit is what is finally displayed on your screen anyway. The only benefit of having a 10-bit source is to prevent banding without increasing the bit rate a lot.
If SVP operates on a properly dithered 10-bit -> 8-bit, then it doesn't really affect anything.
>>110481986 >taking your perfectly cooked and marinated steak and then running it through a grinder, slapping it into some molds, and microwaving them before eating it. I thought I was the only one who did that.
>>110481986 That doesn't happen with the SVP shader retard, all those webms of people from code gayass getting their faces distorted and features disappearing between frames you have seen posted on /a/ are from the interpolation effect from the program people use to make webms, optionally they can use the interpolation effect to make it look like it's 60fps and it ends up that way.
>>110481655 >>110481508 Don't trust these autists, just decide for yourself. I have pretty much no quality issues with SVP, you have to be literally autistic to ntoice it. And even if you sometimes notice, the overall experience becomes THAT much better.
>>110482242 As i said in my previous post, if an object for example an anime character isn't moving with enough frames of animation, the program won't "smooth" its movement and leave it as is and take priority on things that contain more animation frames like camera movements, you'd notice that the smoothness of movement of the camera or "panning" and CG effects won't match the movement of the characters because it prioritizes one thing over the other and the characters are left as-is , this happens because it doesn't work with the same interpolation effect the other program uses.
>>110482443 The image frames do show a slight or heavy decline of quality depending on your system specs, i know it's not for everyone but it's still enjoyable to watch and you don't need to convert any videos so you can just turn it on and off anytime, that's why i insist it's worth giving a try.
>>110482177 Wow the hair is so pretty! Too bad the rest of it isn't. This looks absolutely terrible. Look at her glasses, eyebrows and nose wobbling. Why the fuck would anyone want to watch their anime like this? Things that should be smooth turn to shit. Straight lines become wobbly. This is just stupid.
60 fps anime would indeed be impressive. If you actually drew each frame individually. Interpolation, on the other hand, is the work of the devil and destroys the quality of the animation. It's the wrong kind of elitism, of retards thinking they're better because they can see something in more "detail" when in reality they're ruining the animation. Yes, you're a technical wizard because you can use a plugin, whoo hoo, you're better than the rest even if you're butchering the anime itself.
Anime was never designed for 60fps. Therefore, animators come up with ways to make the most of their, conventional, film framerate, around 24fps. They use the lack of detail to their advantage and compensate in their animation. They say, you know, since I can only do 12 fps feasibly, let's develop techniques that work well when it looks slightly jerky. Like this.
See how the fact that it's not buttery smooth 60 fps or even 30 fps actually gives it weight and character? Animators take their limitations and convert it into a feature.
Making videos 60fps after the fact takes all that out. It's like looking at a photograph rather than a Monet painting, the detail removes the flavor.
This 60fps obsession is retarded /v/ermin shit anyways.
>>110482365 >>110482585 It's impressive, not "Good". There's a difference. I can draw a realistic version of Picasso, and that might look neat, that doesn't make my picture better. If anything it ruins the stylization of the original.
>>110482352 >>110481986 >>110482622 There's valid points you can raise against interpolated shit, but smearing isn't one of them. That's a technique commonly used by regular animators too, to make the animation seem smoother, and it's one of the fundamental tenets of animation. Plenty of anime have blurry lines or what not.
The problem is that here, the 60fps makes the blurring redundant. And it looks like shit.
Why are you still shilling this shit here? Not anime. Not manga. Fuck off already.
>>110482987 An animator smearing something to make choppy fast motion look smoother is a lot different than a computer doing it to everything for no reason other than for someone to stroke their epeen.
>>110483356 It's motion blur because that's what it is. There's no need to call it something else. That's also exactly why it looks like shit, because it's being applied to something it wasn't meant to be applied to, namely hand drawn animation. Hand drawn animation uses smearing as an actual technique in a way similar to how film makers use motion blur. But since the program can't just make up frames on the fly to create actual hand drawn animation smears, it does some stupid shit that looks bad instead.
>>110483502 Enjoy your blur and rendering artifacts. >all these faggots trying to remove judder instead of just forcing 24hz with reclock I thought /a/ was better than this. I hope this is just summer rearing its ugly head.
>>110483412 No, in animation, it's called smearing. Motion blurring is a specific kind of post-processing effect, or photographic phenomenon caused by long exposure.
It's similar concepts, but not the same. Their uses are completely different too. A motion blur in TV or film is designed to smooth frame transitions and make lower fps look smoother. A smear is purely stylistic.
>>110483464 >It's motion blur because that's what it is. There's no need to call it something else. That's also exactly why it looks like shit, because it's being applied to something it wasn't meant to be applied to, namely hand drawn animation. Hand drawn animation uses smearing as an actual technique in a way similar to how film makers use motion blur. But since the program can't just make up frames on the fly to create actual hand drawn animation smears, it does some stupid shit that looks bad instead. You don't have to reiterate what Interpolation is.
But my problem is that neither term fits all that well. Motion blurring can apply for CGI, but more often than not it's something you give low fps to compensate, rather than something you add to high fps videos. Plus, they're produced in different ways, a motion blur is created by having a frame cover a range of motion while interpolation is created by predicting movement. It's more like an artifical smear than it is a motion blur, if that makes any sense.
The best option, obviously, is to just come up with another word for the effect.
>>110481894 The length between each unique frame is completely variable in anime they don't go for consistency in terms of timings but will quite often switch it up for the effects desired like more choppy animation with imaishi poses where they're supposed to be striking and powerful held for much longer than frames between.
>>110483579 >artificially taking a 8-12fps video and making it 60fps This is retarded and if anything, makes the video worse. How are you people thinking this is any good at all? 60fps is overrated anyway.
>>110483648 I don't go on /v/ because my mind explodes when I hear Platinum Games and From Software are the best Dev studios and that Shin Megami Tensei is a good game. I hate everything about it, I hate the memes, I hate the people. Also I'm a crossboarder from /m/.
>>110483840 60fps is good, but not vital. Diminishing returns.
Going from 1 to 2 fps is huge 2 to 12 is pretty big 12 to 30 is big 30 to 60 is medium at most. 60 to 120, despite being the biggest jump, is almost much less of a visual difference. 120 to, say, 1000 is damn near invisible.
Our perception of motion as a result of framerate is logarithmic. returns begin diminishing past the 5 fps point, because, if I remember correctly, that's the point where human minds can string images into movement.
So yes, 60 fps is important, but it's not a make or break thing.
>>110484289 >even high-budget theatrical features such as Studio Ghibli's employ the full range: from smooth animation "on ones" in selected shots (usually quick action accents) to common animation "on threes" for regular dialogue and slow-paced shots.
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