Is HFR the future of blockbuster cinema? | Little White Lies

Is HFR the future of block­buster cinema?

21 Dec 2022

Words by Ben Schwartz

Underwater scene depicting a humanoid creature with blue skin and flowing hair swimming amidst schools of small fish in a blue-tinted aquatic environment.
Underwater scene depicting a humanoid creature with blue skin and flowing hair swimming amidst schools of small fish in a blue-tinted aquatic environment.
Avatar: The Way of Water is the lat­est film to utilise this tricky tech­nol­o­gy, which aims to bring audi­ences even clos­er to the action they see on screen.

After years of false starts, high frame rate (HFR) cin­e­ma may have final­ly reached its tip­ping point. In Avatar: The Way of Water, James Cameron makes shot-to-shot changes between stan­dard and high frame rates depend­ing upon the action on screen. HFR, by less­en­ing the dis­par­i­ty of both time and move­ment between con­sec­u­tive frames, reduces motion blur and strob­ing, there­by pro­duc­ing imagery of increased sharp­ness and verisimil­i­tude. This is par­tic­u­lar­ly use­ful for 3D movies, which often strug­gle with smeary, stut­ter­ing images, a not­ed cause of eye strain.

The sto­ry of high frame rate pre­dates the mod­ern 3D boom. It begins with the late visu­al effects titan and direc­tor Dou­glas Trum­bull, who spent much of his career dream­ing of a new kind of cin­e­ma, one that broke free from the lim­i­ta­tions of 24 fps (frames per sec­ond). As Trum­bull rec­og­nized, the 24 fps stan­dard wasn’t derived from some per­cep­tu­al or cog­ni­tive imper­a­tive. Rather, it was sim­ple economics.

With the advent of syn­chro­nous sound in the late 1920s, an opti­cal track was added to film strips for audio play­back. Stu­dios, ever focused on keep­ing costs low, real­ized that 24 fps was the bare min­i­mum required for com­pre­hen­si­ble sound. Just like that, a stan­dard was born – one that has held firm for near­ly a century.

Doug Trumbull’s first inno­va­tion in the field of HFR was his Shows­can process of the late 1970s and ear­ly 1980s. By uti­liz­ing 70mm film at 60 fps, Shows­can pro­duced images that were, accord­ing to the late Roger Ebert, so incred­i­bly high in qual­i­ty that the screen seemed to be a trans­par­ent win­dow reveal­ing an actu­al image.”

Trum­bull attempt­ed to take Shows­can into the pro­duc­tion of his fea­ture film Brain­storm, a sci­ence-fic­tion thriller about a pro­to-VR con­trap­tion that can record and play back dreams and thoughts. Trum­bull envis­aged it as the first vari­able frame rate film, with shifts from 24 to 60 fps for the vir­tu­al real­i­ty sequences. But Brain­storm was plagued with prob­lems, cli­max­ing with co-star Natal­ie Wood’s death dur­ing a break in pro­duc­tion. Trum­bull, finan­cial­ly con­strained and fac­ing resis­tance from his stu­dio, ulti­mate­ly scut­tled the use of HFR.

Trau­ma­tized by the expe­ri­ence, Trum­bull fled Hol­ly­wood and retreat­ed to the moun­tains of south­west­ern Mass­a­chu­setts to focus on the cre­ation of immer­sive live enter­tain­ment and advanced imag­ing process­es. In his lat­er years, he devel­oped a high-frame-rate 3D process called MAGI. It uti­lized a pair of 4K cam­eras, each run­ning at 60 fps. But where the shut­ters of 3D cam­era pairs are typ­i­cal­ly syn­chro­nous, Trumbull’s cam­eras oper­at­ed in oppos­ing sync; when one shut­ter was closed, the oth­er was open, pro­duc­ing a whop­ping 120 fps in total. The result was the most life­like images yet seen.

Two alien-like creatures with blue skin and wings flying on the back of a large dragon-like creature against a dramatic, fiery sky.

Tak­ing a cue from Trumbull’s pio­neer­ing work, 120 fps 3D was brave­ly adopt­ed by Ang Lee on Bil­ly Lynn’s Long Half­time Walk and Gem­i­ni Man. On Life Of Pi, his first 3D film, Lee had strug­gled with motion blur aboard the bob­bing lifeboat in which much of the sto­ry takes place. HFR pro­vid­ed the fix — action scenes come alive at 120 fps, with the added sharp­ness pro­duc­ing an invig­o­rat­ing sense of pres­ence and dynamism.

The cli­mat­ic fire­fight of Bil­ly Lynn’s Long Half­time Walk ends with a bru­tal hand-to-hand fight to the death — as seen in HFR 3D, it’s tru­ly one of the most vis­cer­al on-screen depic­tions of con­tem­po­rary front­line com­bat. Gem­i­ni Man’s set pieces, includ­ing the open­ing high speed train sniper scene and the motor­cy­cle chase through the streets of Carta­ge­na, con­tain an abun­dance of fast lat­er­al motion. HFR elim­i­nates the blur that would have pre­sent­ed at 24 fps. The effect is thrilling.

Lee wasn’t the first A‑list direc­tor to exper­i­ment with HFR. Sev­er­al years pri­or, Peter Jack­son had uti­lized it on The Hob­bit tril­o­gy. With the stat­ed goal of reduc­ing eye strain and improv­ing view­er com­fort, The Hob­bit was shot at 48 fps, but the process was still exper­i­men­tal and unproven, and the end result was wide­ly panned. The trans­portive splen­dor of Lord Of The Rings was replaced with a grub­by live video sheen. Props and sets looked cheap. Per­for­mances felt arti­fi­cial. Even the visu­al effects were dimin­ished. The very idea of HFR has strug­gled against this asso­ci­a­tion ever since.

Enter James Cameron. If any­one was going to crack the code of HFR, it’s Cameron, arguably the supreme tech­ni­cian of con­tem­po­rary film­mak­ing. High frame rate is a tool, not a for­mat,” he said in 2016. Avatar: The Way of Water is shot and pro­ject­ed at a base frame rate of 48 fps, but it alter­nates between stan­dard and high frame rates through­out the film. 24 fps, achieved through the neat trick of frame dou­bling, is reserved for rel­a­tive­ly sta­t­ic shots. HFR pops up dur­ing shots with rapid motion and, per­haps most effec­tive­ly, dur­ing the film’s many stun­ning under­wa­ter sequences. The crys­talline clar­i­ty of Pandora’s oceans and HFR are a per­fect mar­riage of con­tent and form.

But the choice of frame rate wasn’t strict­ly bina­ry between 24 and 48. Cameron selec­tive­ly uti­lized post-pro­duc­tion soft­ware called True­Cut Motion to fine tune the HFR effect. This motion grad­ing” gives the film­mak­er gran­u­lar con­trol over jud­der, motion blur, and speed; a wide range of motion effects can be cre­at­ed. Pix­el­works — the mak­ers of True­Cut Motion — shy away from the term vari­able frame rate,” pre­fer­ring cin­e­mat­ic high frame rate” instead. EVP of Tech­nol­o­gy Richard Miller fore­sees a much wider appli­ca­tion of HFR beyond high-end 3D. We can give all film­mak­ers the abil­i­ty to con­trol the motion look in every aspect,” he says, and then deliv­er it to the myr­i­ad screens, devices, and for­mats that now exist, ensur­ing a con­sis­tent look across each.”

With­out a doubt, the imagery of Avatar will be per­ceived as jar­ring by many. The effect of HFR upon the view­er remains the sub­ject of debate; its naysay­ers decry the image tex­ture it pro­duces, com­par­ing it to the much-hat­ed motion smooth­ing of mod­ern tele­vi­sions. It’s a dif­fi­cult crit­i­cism to dis­miss. Pref­er­ence for 24 fps is pro­found­ly ingrained, almost pre-con­scious; it’s the only cin­e­mat­ic frame rate we’ve ever real­ly known. Avatar’s life­like imagery will pose a chal­lenge to some deeply root­ed view­er bias­es. If cin­e­mat­ic high frame rate is to tru­ly become a thing, it will need to find an audi­ence open to engag­ing with its innovations.

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