SS4 wrote:Heres an interesting video guys
While the human visual system - uses (micro-)saccadic movement to increase apparent resolution, this also increases the apparent resolution of video if the framerate isn't too low. So for games/film we only need to care about the static resolution to satisfy the HVS.
The diffraction limit for cone cells lies at about 0.6 arcminutes, for the fovea (2 degree angle)
But in practice we are also contrast and noise limited. This is defined by the human contrast sensitivity function.
So we rarely achieve more than 1 arminute angular resolution (ie. "20/20")
Haste wrote:Vsauce is awesome!
Thank you V-Sauce. In my name and the in name of the 2 331 987 viewers you educated with that video.
The video is a overly simplistic view on human frame rate.
We already discussed this in detail in the sticky-thread here:
http://forums.blurbusters.com/viewtopic.php?f=7&t=333
-15 frames a second is nice and fluid.
We need the beta and phi effect to perceive apparent motion. He forgot the latter. 24 Hz are enough for both.
But those aren't the same framerates movement appears "nice and fluid", or "the framerate of the eye":
that's the critical ficker fusion rate, which varies by a order of magnitude (~10-100Hz), increasing with brightness, periphery and FoV.
So
"The visual cortex in our brain usually holds that information from our retina for about a 1/15th of a second"
isn't technically wrong, because "about" is a very relative statement.
And even CFF isn't the framerate movement appears "life-like" or "indistinguishable" due to temporal aliasing (e.g. strobing)
-We need motion blur at high frame rates.
Yes, motion blur removes temporal aliasing, but only when it is relative to the eye movement.
For video and shutter blur this typically isn't the case, unless objects move slowly and eyes stay almost fixed.
Which is why the american society of cinematographers recommends speed limits.
That would help a lot, but modern "shaky cam" or fast action scences totally break those rules.
-High frame rates make you dizzy.
Motion blur without eye-tracking like he proposed in his video can actually cause eye-strain and headaches (if speed limits aren't met). On the other hand, higher framerates and higher FoV increases vection (illusion of self-motion), so it can genuinely make you motion sick, depending on the content.
Edit: the chart is another way of saying 11 seconds per pixel-width, or 175 pixels per second @ 24p if I calculated correctly,