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THE YORIMICHI LIBRARYBOOK 31
Culture & languageText: about 4 min

Why do films use 24 fps while games chase 60?

Images per second, blur within each image and the delay after an input are different choices. Explore the craft behind motion, beyond a single smoothness score.

Estimated time for the article text only. Allow extra time for figures, comparisons and interactive exhibits.

AI-generated miniature theatre made from a film ribbon, alongside game pieces.
AI-generated imaginary model inspired by film and games, not a diagram of a camera or probability.
The main idea

Frame rate counts images per second. Exposure duration, uneven frame spacing and input-to-display latency are different quantities. Film and games ask different things of the same second.

SECTION 01

Watching motion and controlling motion are different experiences

Watching a film means receiving movement that has already been composed. Moving a game’s camera also means noticing when and how the screen responds to your hand. Both involve moving images, but the relationship between viewer and image is different.

Film at 24 fps and games at 60 fps make a familiar comparison, not a rule covering every title. The BFI National Archive describes 24 frames per second as the typical film speed since the end of the silent era. A convention in exhibition history is not, by itself, a statement about the limits of vision.

Frames per second counts images in time. We will use 24 and 60 to separate three ideas: spacing between images, exposure within each image and response to an input. None can stand in for all the others.

An idea to explore

The same second, sampled at different intervals.

The point travels 240 model units per second. Its speed stays the same; only the sampling interval changes.

24 fpsLast sample 333.3 ms

Frame interval 41.67 ms

60 fpsLast sample 350 ms

Frame interval 16.67 ms

Ring: current positionDot: last sampled position

At 350 ms, the 24 fps model holds the position from 333.3 ms; the 60 fps model holds the position from 350 ms.

What if we add exposure time?
180 degrees exposes for half of each frame interval
fpsIntervalExposure
241/24 s1/48 s
601/60 s1/120 s

The point model above does not include blur during exposure.

An ideal model starts sampling at time zero; the point at one second begins the next interval. It does not reproduce or measure actual browser fps, perception, input latency or exposure blur.

Model assumptions and sources

These original explanatory models simplify the conditions in the article. They are not measurements or evaluations of a particular service.

SECTION 02

Divide the same second into twenty-four or sixty parts

One second contains 1,000 milliseconds. In a model with evenly spaced updates, the interval at 24 fps is 1,000 ÷ 24, about 41.67 ms. At 60 fps it is about 16.67 ms. These are two ways to place sampling times inside the same second.

Take a point moving at a constant 240 model units per second. Sampling it 24 times per second gives a ten-unit distance between sampled positions. Sampling 60 times gives a four-unit distance. The object has not slowed down; we have recorded more intermediate positions.

The exhibit lets you scrub time and compare the last sampled position. It is not a benchmark proving that your browser displays either frame rate accurately. It separates the counting problem from monitor refresh rates and dropped frames so that the underlying calculation remains visible.

SECTION 03

A frame is not an instant with zero duration

A camera exposes an image for a finite time. If the subject moves during that exposure, motion can be recorded as blur within the frame. Nikon describes shutter angle as a way of expressing exposure time relative to frame rate.

In a 180-degree model, exposure occupies half the frame interval: 1/48 second at 24 fps and 1/120 second at 60 fps. Keeping 24 fps but choosing 90 degrees gives 1/96 second. Frame rate and exposure time are related settings, not the same setting.

Blur can be part of a deliberate visual style; a short exposure that preserves sharper edges can be another choice. Our moving-point model contains no exposure window or blur. Its appearance therefore cannot settle which combination makes a film feel convincing. It demonstrates sampling only, leaving a separate artistic and technical question open.

SECTION 04

A game also has to answer your input

A game receives input, updates its state, renders an image and presents it. Microsoft’s DirectX guidance discusses this flow and the waiting involved in processing input. Unlike playing an already composed sequence alone, an interactive game also has to incorporate what the player just did.

Imagine a game updating only once each second. A button press just after an update could wait a long time for the next one. Shortening the update interval can reduce that part of the delay, but input handling, computation, rendering and presentation have their own conditions.

Running at 60 fps does not guarantee a 16.67 ms response from button to screen. That figure is a frame interval, not the whole end-to-end delay. Separating these quantities explains why “more intermediate images” and “a more immediate response” cannot always be judged from one counter.

SECTION 05

An average frame rate can hide uneven spacing

An average can hide the order of events. Imagine six update intervals spanning 100 ms. They could each be about 16.67 ms. Or five could last 10 ms and the remaining interval 50 ms. Both sets add to the same 100 ms.

Their average intervals match, but the second sequence contains one much longer wait. These are constructed numbers, not a device measurement. They show why an average of 60 frames per second does not establish that every interval is equal.

When judging motion or responsiveness, the distribution of frame times can matter alongside their average. A single prominent counter leaves that information out. The same habit—asking what a summary number hides—will be useful well beyond video settings.

SECTION 06

Our perspective: use the numbers to notice artistic choices

Our editorial view is to treat fps as an entrance to choices about expression and interaction, rather than a universal ranking. A quiet conversation, a fast camera turn in a game and deliberately held animation drawings need not protect the same experience.

Film’s familiar 24 has a history in exhibition, while each photographed frame has an exposure duration. A game’s 60 describes an update rate, with input and presentation processes around it. Separating these ideas creates more questions to enjoy, not just another setting to maximise.

When motion catches your attention, ask three things: how many images are placed in a second, what movement remains within each image and how the display answers the viewer’s actions. One ordinary second on a screen then becomes a collection of deliberate choices.

An editorial perspective This section offers comparisons and questions based on facts in the sources. It does not claim a shared underlying principle or present new research results.

Sources and verification notes

This article is an original synthesis of primary sources and explanations from specialist institutions.

Generative AI assists with research, structure and English translation. Claims are compared with sources and editorial checks are performed; independent specialist and native-English reviews have not yet been completed.

  1. BFI National ArchiveAll about… film sound and how we restore it ↗ (opens in a new tab)
  2. NikonHow to use shutter angle ↗ (opens in a new tab)
  3. Microsoft LearnOptimize input latency for UWP DirectX games ↗ (opens in a new tab)

Sources checked:
Checked the BFI discussion of film speed and sound synchronisation, Nikon’s shutter-angle guide and Microsoft’s DirectX input/rendering loop explanation. Frame intervals, 180-degree exposures, movement at 240 model units per second and the two interval sequences are original calculations. This is not a measurement of displays or human perception, and it does not prescribe settings for a particular game or film.

Rights, status, and revision history
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Free public edition. Preparation and revision history is retained below.
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The original Japanese text is an independently written summary. The SVG illustrations and conceptual diagrams were newly created. No external images, original source text, or audio recordings are reproduced.
How sources are used
Sources are referenced by links only. All rights to each source remain with its respective rights holders.
  1. · v0.1.0 — Created a new private-preview article with checked primary sources, original comparison models and explained reading detours. Public release is not authorised.

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