FYI, the experiment is not as insane as the article makes it seem.
The subjects knew there would be a drop involved, and they timed others doing the drop first before estimating the elapsed time in their own drop.
When you get better at juggling, objects really start falling down in slow motion (e.g a glass from a cupboard).
I guess my brain stores trajectories in cache instead of having to compute them and I get higher fps than I used to.
And now, when there's an accidental falling object, often my hand just moves to the exact correct position to catch it.
I'm not aware of any movies shot in non-interleaved 120fps (AFAIK all the movies advertised as "120fps" are 2*60fps stereoscopic with the frames interleaved between the eyes). Considering how much better games look in high frame rate compared to 60fps I'd love to see a non-interleaved 120fps movie.
I think Billy Lynn's Long Halftime Walk? Although I'm not sure if you can actually watch it at 120fps.
> To accommodate the film's wide release, various additional versions of the film were created.[3] They include 120 fps in 2D and 60 fps in 3D as well as today's current standard of 24 fps. The film also received a Dolby Cinema release, with two high dynamic range versions that can accommodate 2D and 3D, with up to 120 fps in 2K resolution.
https://en.wikipedia.org/wiki/Billy_Lynn%27s_Long_Halftime_W...
1) Back in the day, you'd use slowmo if you wanted to make something look bigger and more impressive, like scale model work or making a human-sized person look like a giant[0]. Maybe people just figured out the same effect works at 1:1 scale. Or maybe it started working at 1:1 scale after people got used to it being associated with big and impressive things.
2) It's just become a lot easier and cheaper, in the same sort of way that shallow depth of field was everywhere after large-sensor consumer video cameras started appearing (notably the Canon 5D mkii). You don't even have to remember to overcrank the camera, you can fake it in post with Twixtor or its descendents.
3) Not sure what the state of play is now, but for a while higher frame rates were one of the main things distinguishing "cinema" cameras. Eg. maybe you could shoot at 180fps but only with an extra crop factor or with certain codecs. Maybe that focused film makers' minds on it a bit.
4) I don't think you ever see step printing [1] anymore (which is when you repeat frames, instead of overcranking or interpolating them). Maybe it's due a comeback.
So I don’t think it’s quite that uncommon. For editors it serves a useful purpose as an effect that feels perceptually different than regular slow motion and adds variety to cuts.
deadbabe•8h ago
mc32•8h ago