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Framerates Matter

An anonymous reader writes "As more and more games move away from 60fps, the myth of the human eye only being able to detect 30fps keeps popping up. What's more, most people don't seem to realize the numerous advantages of a high framerate, and there's plenty of those."

33 of 521 comments (clear)

  1. Motion blur and bloom effects by sopssa · · Score: 3, Interesting

    The article notes about motion blurring, and links to NVidia's page about it's technology. The last figure shows a terrain with full-screen motion blur effect, which in my opinion is pretty important in games to create that feeling of speed. People usually object against this and bloom effects and just want a sharp picture, but maybe some games have taken it too far. It's important none the less, even if it's not all sharp picture, because your eye picture isn't all that sharp either and you experience the same blur.

    1. Re:Motion blur and bloom effects by Shin-LaC · · Score: 4, Informative

      Your eyes introduce blur due to the reaction time of the light-sensitive cells in the retina. Fortunately, the image processing area in your brain treats blur introduced by the eyes and blur built into the frame more or less the same, so you can use blur to give the impression of smooth motion with a lower frame rate than would otherwise be necessary. This is used to good effect in cinema, where the camera's exposure time naturally introduces blur that is quite similar to the one introduced by your eye.

      In the case of video games, however, it is not so clear that rendering effctive artificial motion blur saves much processing time compared to simply rendering more frames. Then again, there is a limit to how fast your monitor can update its image, so rendering more frames is no longer an option past that point.

    2. Re:Motion blur and bloom effects by DavidTC · · Score: 5, Interesting

      More to the point, the eye does not work with frames. The eye itself has no framerate.

      Rods and cones individually update at about 15 times a second, but each individual one is entirely asynchronous from all the others. One update, another update, another update, etc. Your entire eye is not read 15 times a second, each individual light sensor 'trips' 15 times a second, semi-randomly, and sends the current light level. (1)

      While each rod and cone only sends one signal, and then nothing, until it resets and sends another, our brains seems to assume that the light and color levels have remained the same.

      Hence we get a 'blur', as objects move, and our brain assumes that said object is also in the old position until all rods and cones have updated.

      1) And even that's not entirely right. Each rod and cone is actually sending a sorta average of the light it received since in the last update. You don't have to receive a photon exactly as it updates.

      --
      If corporations are people, aren't stockholders guilty of slavery?
    3. Re:Motion blur and bloom effects by takev · · Score: 4, Informative

      But, if you follow the hand with your eyes, your hand will appear sharp. You'll be supprised how quickly and stable eyes can track moving objects.

      The BBC has been experimenting with fast frame rate TV, running at 300 frames-per-second. Moving objects will appear much sharper with such a broadcast compared to the standard 50 frames-per-second (not fields). They showed a side by side example, both were 1080 progressive scan. Great for sports broadcasting.

      Also Silicon Graphics (when they were called that) have done test with fighter pilots when designing flight simulators. Motion sickness is a problem with those flight simulators, compared to an actual jet plane. When they got a constant frame rate above 80 frames (160 frames per second when doing stereo imaging) per second the motion sickness was greatly reduced. They solved the processing power problem by being able to reduce the rendering resolution on each frame.

    4. Re:Motion blur and bloom effects by smitty97 · · Score: 4, Insightful

      Because the framerate is high.

      There, i've taken it full circle.

      --
      mod me funny
    5. Re:Motion blur and bloom effects by LaminatorX · · Score: 3, Informative

      At very short exposure times, the length of the blur due to motion becomes smaller than the circle of confusion of the reproduced image, eventually falling beneath even the circle of confusion of the image capture medium. Generally, though, if you increase the magnification enough, you still see blur.

      For reference, when examining negatives under a microscope Ansel Adams could no longer detect a difference between a handheld shot and a tripod shot of the same scene at exposures shorter than 1/500 of a second with a 50mm lens. The motion blur from his hands at that speed was smaller than his film and lens could resolve.

      However, with a 300mm lens, he'd have had to shoot much faster to achieve the same equivalence, due to the higher lens magnification.

    6. Re:Motion blur and bloom effects by vikstar · · Score: 4, Informative

      You didn't even read your own link. So for the benefit of people who may stumble upon your misinformed post let me say that the wagon wheel effect is visible with the naked eye under continuous illumination, which happens to be mentioned in your own link.

      --
      The question of whether a computer can think is no more interesting than the question of whether a submarine can swim.
    7. Re:Motion blur and bloom effects by Zeussy · · Score: 3, Informative

      New Scientist ran a really good article on this, a couple of months ago. It can be found here: http://www.newscientist.com/article/mg20427311.300-timewarp-how-your-brain-creates-the-fourth-dimension.html
      A 2006 experiment has put the rate of human vision at about 13 fps. People can see the wagon wheel effect in real life, without the aid of Strobing lights, television etc. After I read this article I did manage to observe this effect outside in sunlight, while travelling parallel to a car travelling at about 50km/h. Very surreal

    8. Re:Motion blur and bloom effects by GrumblyStuff · · Score: 4, Funny

      Maybe the sun is just blinking really fast?

  2. Apparently web servers also matter by ForestHill · · Score: 3, Funny

    she's dead, Jim

  3. Cached Version by sabre86 · · Score: 5, Informative
  4. The human eye can dectect 30 by gurps_npc · · Score: 5, Insightful
    The human eye can clearly detect frame rates far greater than 30. So can the human brain.

    HOWEVER

    The human mind is evolutionary designed to make instant assumptions. Cat in mid air facing us = DANGER. No "Is it dead and being thrown at us?" No "Is it a picture?" As such, video games can quite easily take advantage of this evolutionary assumptions and trick the MIND, if not the brain. into thinking something is real.

    So while a higher frame rate will increase the quality of the game, it is not essential. It's like getting gold plated controls on your car's dashboard. Yes it is a real increase in quality, but most people would rather spend the money on a GPS device, real leather, plug-in-hybrid engines before you get around to putting gold in the car.

    --
    excitingthingstodo.blogspot.com
    1. Re:The human eye can dectect 30 by TheCarp · · Score: 3, Insightful

      > The human mind is evolutionary designed to make instant assumptions. Cat in mid air facing us = DANGER. No "Is it dead
      > and being thrown at us?" No "Is it a picture?" As such, video games can quite easily take advantage of this evolutionary
      > assumptions and trick the MIND, if not the brain. into thinking something is real.

      Sort of. Its actually less "Cat in mid air" and more "This sets off a trigger based on something that happened before and hurt me".

      Most adults, if you chuck a rock at their face, will toss up their arms to block, or move their head/body to dodge. This is completely learned. Do the same trick with a young child who has never played "catch" before, and your rock is going to bean him right off his skull.

      From my own experience, my first motorcycle accident, I was on the ground so fast, I had to think afterwards about what happened. First two spills actually.

      The one after those.... whole different story. The adrenalin hit as soon as I felt the bike start to turn sideways, by the time the bike was fully 90 degrees to my momentum vector, and the wheels were sliding out from under me, I was already calmly kicking my legs backwards and positioning myself for the impact. I hit the ground and slid 150 feet while watching my bike spark and slide away. I thought "shit I am in traffic" jumped to my feet and ran to the bike, picked it up and pushed it into a parking lot.

      All I am saying is, its more complicated than that. The memory of such things and whole "flight or fight" response is an evolving and learning response. Its more than just visual, it encompasses all the senses. I doubt "cat facing us in mid air" is going to trigger much beyond anything in mid air moving towards us.

      --
      "I opened my eyes, and everything went dark again"
    2. Re:The human eye can dectect 30 by Aladrin · · Score: 5, Insightful

      Congratulations. That -is- incredibly nitpicky. I'm amazed.

      He is not a scientist and this is not a paper he is writing for publication. He is using the word 'designed' as the unwashed masses do all the time, and as such, he is not incorrect in his statement. Everyone knew exactly what he meant and nobody had to stop and trying to figure it out. He accomplished his task without getting excessively wordy or having to explain himself 3 times. As far as communication goes, he scored perfectly.

      --
      "If you make people think they're thinking, they'll love you; But if you really make them think, they'll hate you." - DM
    3. Re:The human eye can dectect 30 by HaZardman27 · · Score: 3, Funny

      I think if got in 3 motorcycle accidents, my brain would recognize my bike as dangerous, and I wouldn't get on it anymore. ^_^

      --
      Apparently wizard is not a legitimate career path, so I chose programmer instead.
  5. Absolutely by occamsarmyknife · · Score: 5, Funny

    I couldn't agree more. That Internal Server Error looks way better at 120 Hz on my 45" HD display.

    --
    "Until the become conscious they will never rebel, and until after they have rebelled they cannot become conscious"
  6. Re:Where it matters most. by SendBot · · Score: 4, Funny

    I thought I was super badass at street fighter 2 in middle school, then I went to the arcade and saw older kids getting the insane combos on killer instinct. First thing I thought was... wow, you really have to study this stuff to know what you're doing. If only there was some sort of global information network where I could quickly and easily find out what all those moves are.

  7. Any animator knows... by Monkeedude1212 · · Score: 5, Interesting

    You can tell the difference between 30 FPS and 60 FPS.

    The way I tested this was I made a 2 second video in flash, a circle moving from the left side of the screen to the right side. 60 frames. Run it at 30 FPS.

    Then I made a second 2 second video, same exact positions. 12 Frames. Ran it at 60 FPS. Asked me, and all of my surrounding classmates, which was about 24 students IIRC.

    100% of us noticed a visible difference in the smoothness. Whether our eyes were making out each individual frame perfectly or blurring some together to create a smoother effect, it was irrelevant since there WAS a noticable difference. I was going to slowly bump the 30 and 60 FPS up higher and higher to see at what point the difference is not distinguishable, but I got lazy (High school student at the time.)

    The point I think most gamers would agree on is that more frames per second are nice - but that 30 frames per second are Necessary. You can occaisonally dip down to 24 and be alright (24 is supposedly the speed that most Movie theatres play at) - but when you get around 20 or so its really does take away from the experience.

    1. Re:Any animator knows... by jeffmeden · · Score: 5, Interesting

      You can occaisonally dip down to 24 and be alright (24 is supposedly the speed that most Movie theatres play at) - but when you get around 20 or so its really does take away from the experience.

      If by 'supposedly' you mean 'definitely' and if by 'most movie theaters' you mean 'all theaters and even all motion picture production processes in recent years', then yes. The difference is lost on most people, but the reason 24fps is acceptable in movies is that the frame you see isn't what happened at that instant in time when it's displayed, it's everything that happened in the last 1/24th of a second, since it's recorded on film that exposed for that 24th of a second to derive the image. When a computer does it, it only cares about what is happening at that exact 24th of a second; so the difference between a series of exact frames of motion and a series of frames that include the blur of what happens between frames is HUGE.

      However, this nuance is lost on pretty much everyone who fires up a computer game, notes the FPS indicator, and goes "OMG I CAN TOTALLY TELL ITS ONLY 30FPSZZZZ!!!! HOW INFERIOR!!!". Whine about framerates all you want, but they are only a small part of the experience.

  8. Re:Where it matters most. by maxume · · Score: 3, Interesting

    That isn't always the case, I recall a game in the past where gravity had less effect on players that had faster hardware. Or something like that. Anyway, the logic was mixed in with the rendering, so frame rate had an impact on what the player could do.

    --
    Nerd rage is the funniest rage.
  9. The difference in framerate by DeskLazer · · Score: 5, Interesting

    15 FPS vs 30 FPS vs 60 FPS. This is a visual representation. There are points made, however, that when you watch a movie, the image is "softened" and runs at a lower framerate [something like 24 or 25 FPS?] because your brain helps "fill in the gaps" or something of that sort. Pretty interesting stuff.

  10. Sorry, you lost me by nobodyman · · Score: 3, Insightful

    As more and more games move away from 60fps *snip*

    Hmm... I don't accept that premise, either on the PC (where midrange graphics cards can easily pull 60fps with any game on the market now) or on the consoles (where framerates are only going up as PS3 and 360 development matures).

    I think that this article (or at least the summary) is a bit of a strawman. Most of the gamers I know recognize that good framerates are important.

  11. Re:Where it matters most. by Kreigaffe · · Score: 4, Insightful

    It's way, way way more than that.

    The old HL engine -- at least in Natural Selection, but most likely any game on that engine -- your framerate didn't just effect your gravity (which made it so that at certain framerates you could literally jump further, which meant BHopping was sicker)..

    it also changed the DPS of weapons. Yep. Weapon firing rate was tied to FPS in a very very odd way. Some dudes did too much testing. Insane.

    And you can, visually, tell a difference between 100fps and 50fps and 25fps. Very easily. Takes a few minutes of playing, but there's a clear difference and anybody saying otherwise eats paint chips.

    Graphics don't make games good. Graphics can cripple good games. Graphics never make bad games good.

    --
    ... still waiting for this free-as-in-beer free beer I keep hearing about. :|
  12. Same with audio... by QuietLagoon · · Score: 5, Insightful

    Everyone says a "framerate" (i.e., sample frequency) of 44.1kHz is all that is needed. Yet many people hear better imaging, depth and transparency at higher sample rates.

  13. Re:Doom 1? by JackDW · · Score: 4, Insightful

    I've worked with the Doom source code recently, and can confirm that there was no motion blur at all. In fact, blur of any kind couldn't really be implemented, because Doom's graphics were 8-bit indexed colour.

    Also, there were no engine changes at all between Doom 1 and 2.

    Perhaps the GP is referring to the bobbing effect that occurs when the Doom guy runs. That moves the camera nearer to and away from the ground, changing the appearance of the texture.

    --
    You're an immobile computer, remember?
  14. Re:Age-old confusion. by Chris+Burke · · Score: 4, Insightful

    The 30-fps-is-all-you-can-see myth was probably born of the notion that the illusion of continuous movement starts to set in around 25-30fps (in film for example). Therefore actually 30fps is the minimum you need rather than the maximum you can perceive.

    I think it's more likely born of the notion that film gives a completely convincing illusion of motion that is not greatly improved by higher frame rates, because the process by which it is created automatically includes motion blur because it's recording continuous data, just broken up into 24 fps. Computer games display discreet moments in time, not many moments blurred together into one picture. That's why film looks smoother than computer games with 3 times the framerate.

    Nevertheless, the illusion of continuous movement is apparent at much lower framerates than even film, even in a computer game. Quake's models were animated at 10 fps, and they gave a convincing illusion of movement, and you can probably make due with a lot less since the brain fills in so much. But it's not a completely convincing illusion, and neither is 30, 60, or even 100 when using static instants in time.

    But the basic myth comes from the fact that film is so convincing and thus you don't "need" more... as long as each frame is a blurred representation of the full period of time it is displayed for.

    --

    The enemies of Democracy are
  15. Lots of evidence for higher frame rates by pz · · Score: 5, Informative

    I am a visual neuroscientist (IAAVNS). The standard idea of refresh rate comes from CRT based monitors where the image is drawn by a scanning electron beam. If you use an instrument to measure the instantaneous brightness at a given point on the screen it will rapidly peak as the beam swings by, and then decay as the phosphor continues to release absorbed energy in the form of photons. Different monitors have different decay rates, and, typically, CRTs that were designed for television use have pretty slow decay rates. CRTs that were designed for computer monitors typically have faster decay rates. If the decay rate were very very fast, then the hypothetical point on the screen would be dark most of the time and only occasionally very bright as the beam sweeps by on each frame.

    As you can imagine this highly impulsive temporal profile is hard to smooth out into something closer to the constant brightness of the world around us. The human retina has an inherent dynamic response rate to it, but it's actually quite fast, and there have been studies showing clear responses in higher order visual areas of the brain up to 135 Hz. But standard phosphors used in CRTs have a little smoother response, and so at more-or-less 80 Hz, the brain stops seeing the flicker (at 60 Hz most people see flicker on a computer monitor). The exact refresh rate where perceptual blurring happens (so the flickering goes away) varies widely between individual, and with the exact details of the environment and what is being shown on the screen. More-or-less at 100 Hz refresh, no one sees the flicker anymore (although the brain can be shown to be still responding).

    Contemporary screens, however, are LCD based (I'm going to ignore plasma screens since the field is still working out how they interact with the visual system). Making the same experiment as above, the temporal profile of brightness at a given spot on the screen will look more like a staircase, holding a value until the next frame gets drawn. This is a far, far smoother stimulus for the visual system, so a 60 Hz frame rate produces a perceptually far more flicker-free experience. That's why most CRTs at 60 Hz make your eyes bleed, while LCDs at 60 Hz are just fine.

    Except that newer LCDs have LED backlighting which is no longer constant, but flashed (WHY? WHY? WHY? Just to save some power? Please, computer manufacturers, let *me* make that decision!), so the experience is somewhat more like a CRT.

    So that's one part of the equation: flicker.

    The other part of the equation is update rate, which still applies even there might be no flicker at all. Here, we have the evidence that the brain is responding at up to 135 Hz. In measurements made in my lab, I've found some responses up to 160 Hz. But the brain is super good at interpolating static images and deducing the motion. This is called "apparent motion" and is why strings of lights illuminated in sequence seem to move around a theater marquis. The brain is really good at that. Which is why even a 24 Hz movie (with 48 Hz frame doubling) in a movie theater is perceptually acceptable, but a 200 Hz movie would look much more like a window into reality. On TV you can see the difference between shows that have been shot on film (at 24 Hz) versus on video (at 30 or 60 Hz). Video seems clearer, less movie like.

    For games, 60 Hz means 16 ms between frame updates -- and that can be a significant delay for twitch response. Further, modern LCD monitors have an inherent two or three frame processing delay, adding to the latency. As we know, long latency leads to poor gameplay. Faster updates means, potentially shorter latency, since it is a frame-by-frame issue.

    So, just as with audio equipment where inexpensive low-fidelity equipment can produce an acceptable experience, while a more expensive setup can create the illusion of being at a concert, so too inexpensive video equipment (from camera to video board to monitor) can produce an acceptable experience, while a more expensive setup can create the illusion of visual reality.

    --

    Put my fist through my alarm clock with its ding-dong death inside my ear. - The Blackjacks.
    1. Re:Lots of evidence for higher frame rates by smellsofbikes · · Score: 5, Informative
      For the record (as an ex-LED-backlight hardware designer) the LED's are waaay too bright to run full-out, both visually and from a power usage and heat generation standpoint, and the only good way to dim an LED is by cycling it on and off rapidly to approximate the desired brightness. The reason I say 'the only good way' is because LED's are constant-current devices and all the drivers I'm familiar with are all designed around that, so you can't just go varying the voltage to try and dim them: the drivers aren't really voltage devices.

      With THAT said, I have absolutely zero idea why any sane LED driver dimmer would be anywhere near frequencies that any human could see. LED's can turn on and off in nanoseconds, so a reasonable dim signal should be in the kilohertz range, at least, not the 100hz range. It's *possible* to put a 100hz dim signal on an LED driver, but it seems really dumb to me.

      --
      Nostalgia's not what it used to be.
  16. Most film cameras don't have a 'shutter speed'. by Animaether · · Score: 5, Informative

    more accurately - most film cameras don't have a notion of a shutter 'speed'.

    The film roll still goes by at 24fps, but the actual shutter is a wheel. That wheel can have various sizes of gaps (to increase/decrease exposure *time*) and sizes (to produce specific motion blur effects; e.g. an object leading its own motion blur path requires a small shutter opening at first, ending in a large shutter opening). You use fairly sensitive film and a small shutter gap, and you'll get nearly motion blur-less shots like that of Saving Private Ryan (watch explosions in that film and every speck of dirt that gets thrown about appears almost razor-sharp; some find this objectionable). Heck, you can even expose twice per frame if you want to get all experimental and stuff.

    That said.. you can't - short of electronic shutters - expose for -more- than the film's fps, though. A bit under 1/24th of a second is the most you'll get (that 'bit' being required to transport the film to the next frame).

    Anyway.. wiki: http://en.wikipedia.org/wiki/Rotary_disc_shutter

  17. Outside Looking In by DynaSoar · · Score: 4, Informative

    I'm a neuroscientist that covers sensation and perception and its bidirectional interaction with cognition, particularly attention. I've got comments and questions and very few answers after reading this. I'm seeing a lot of things stated as facts that I've never heard of before. Some of them make sense, and some don't. Some of them are correct, some not, and many more than the others combined I have no experience in and can't say. Those seem to be well supported, or at least well known, particularly among those who've obviously done their homework. I can find references to these among the publications (like ACM) that are most applicable to the field in question, but I can find precious little in my customary pubs and books. That's not to say the stuff in the technically oriented pubs is wrong, just that some may not be covered much (ie. 'not of interest') in my field. My field is very cautious about experimental evidence, but I suspect in gaming's perception area there are common knowledge kids of things that came from hear say (we have many of those in rocketry too). It might do well for both fields to compare works.

    What catches my eye at first is this "myth". As stated it's overly simplistic. Which humans' eye? Some have different reaction times. Those who could probably detect 30 fps discontinuity are those who see the TV screen jiggle and waver when they chew something crunchy while watching (you know who you are, here's a place to own up to it). What part of the visual field, central or peripheral? They operate differently. Jittering or blurring of objects attended to or not? Betcha it happens more to those not attended to, but that's not noticed for the same reason (hypnosis can bring that out right nicely). And how is it frame rates matter when the visual system evolved as a constant flow analog system? If a phenomenon that shouldn't make a difference does, and that frame rate is strictly due to technical considerations, how do we know that a variable frame rate might not give even better results? Since the visual system does not have full-field frames that refresh, why should artificial presentations? Why not present faster moving objects at a high change rate, slower moving at a slower rate, more or less a timing equivalent to some video compression techniques? Some of this makes good sense from my perspective, some appears goofy but may not be, and some clearly is whack according to well supported experimental evidence from my side, not sure about yours.

    Here's an interesting one, apparent motion from blurring, occurring at the retina, ostensibly due to 'reaction time' of light receptor cells (rods and cones). I can see how this might occur. But if it's a time lag that causes blurring, everything should be blurred, because the layers of cells of different types in the retina between the receptors and those firing down the optic nerve operate strictly by slow potentials -- there's not a 'firing' neuron among them. Or, if their processing, though slow, accounts for motion and compensates, preventing adding to the blurring, how can that be used to increase apparent motion?

    A last point which I'm fairly certain isn't covered in gaming and graphics presentation because very few know much about it and we don't understand it well: 10% of the optic nerve is feed-forward, top down control or tuning of the retina and its processing. Motion perception can be primed, can suffer from habituation, and has variance in efficacy according to several factors. What cognitive factors have an influence on this, and how can that be used to improve motion perception and/or produce motion perception that's as adequate as what's being used now but requiring less external computational effort because internal computation is being stimulated.

    It's probable that both fields have things of interest and use to the other, including things the other isn't aware of. I've said much the same following another article on a different subject. From this one I can see it's probable there's a few peoples' careers worth o

    --
    "I may be synthetic, but I'm not stupid." -- Bishop 341-B
  18. Re:Where it matters most. by Khyber · · Score: 3, Informative

    The human eye can detect FAR MORE than 30FPS.

    And here's a simple way to prove it - find yourself some 60Hz fluorescent lighting. Look up into the light, wave your hand in front of it. Note the strobe effects, and if you're good enough you can count the different hand images and do some math to figure out your eyes average response time/FPS. Do the same thing in front of an incandescent light bulbs, notice you don't get a blur.

    The average calculated human response is approximately 72 FPS.

    You also 'predict the future' as it takes about 1/10 of a second for the signal from your eyes to be processed by the brain. When you play baseball and make a swing, your brain is automatically doing lots of lag compensation so you can actually hit such a fast moving object.

    --
    Still waiting on Serviscope_minor to wake up to fucking reality and realize that Jessica Price isn't going to fuck him.
  19. Artificial blurring is overrated by TheLink · · Score: 3, Insightful

    But why? Motion blur is overrated. Sure put it in scenes where it is "important to the story/gameplay", but to use it whenever there is fast motion is stupid.

    Why? Because people aren't staring at the same spot on the screen all the time. And nowadays screens are getting bigger.

    Say in real life, you're in a room where there are two moving objects that are moving around at fast but eye-trackable speeds in different directions.

    If you are staring at sommething else, both objects are blurry.

    But if you start to look at one, that particular object becomes _sharp_, the other object becomes blurry.

    You look at the other, it becomes sharp and the other becomes blurry.

    When a game or movie blurs moving stuff, it just makes stuff you are looking at look out of focus even if they are moving at speeds which your eye can track. You can't focus on it even if in real life you could!

    With motion blur, I often experience eye strain when I try to track moving objects/backgrounds that have been blurred.

    Then there are the artificial "out of focus" shots in static scenes. These effects should also be restricted to scenes where it is important to the story that only a few items are in focus.

    In Avatar (2D), my eyes were often trying to focus on blurry images and it wasn't pleasant - initially I was wondering what was wrong with my eyes - felt like I had difficulty focusing on stuff.

    When I watched it in 3D, I realized that a lot of stuff was actually blurry and it wasn't my eyes. In some fairly static scenes the focal range was low - only a few objects were in focus. Then in some scenes the moving objects were blurry. Whereas in other scenes most stuff was in focus. In Avatar 3D it was easier to figure out where I "should" be looking and avoid the eyestrain bits :).

    If you ask me I prefer as much of each frame to be sharp and in focus as possible, then let the limitations of my eyes blur it.

    Artificial blurring (motion or defocus) is like listening to artificially degraded music/audio. While there are some cases that call for it (distance effect) it's just silly if you use it a lot.

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