Frame Rate Converter

Convert between frame rates with ffmpeg commands

How to use Frame Rate Converter

  1. 1Enter the source frame rate.
  2. 2Enter the target frame rate.
  3. 3Read changes in speed and whether frames need to be dropped or mixed.

Frame Rate Conversion

Play speed = target fps/ sourcefps; new time = time / play speed

Change the frame rate without changing speed will change speed of play; 30 times 24fps will slow down 20%.

24→60fps requires frame plugs (e.g. motion smoothing) or repeat frames; simple re-sampling will take Carton.

The frame rate (FPS) is the number of images per second, the single frame length = 1000 ÷ FPS ms. 60 fps 16.7 ms per frame,** which means that your code has to be retrofitted within 16.7 ms**, otherwise the frame will fall off -- this is the core constraint for the optimization of game and animation performance. The budget was only 8.3 ms at 120 fps, double the performance requirement.

** Frame rate conversion is a common pit for video-processing**: 24 fps film rotation 30 fps requires "3:2 plldown" (placing 4 frames into 5 frames, leading to irregular motion shaking, i.e., judder); 60 fps turn 30 fps is simple frame throwing (sport transition); and 30 fps turn 60 fps requires frames (light flow or AI patches, which may have the effect of jelly). ** Best practice is: frame rate = cut sequence frame rate = output frame rate **, consistent throughout, avoiding any conversion. The only correct way to slow motion is to shoot with a high frame rate (e.g. 120 fps) and play on 24/30 fps time line.

Frame RateSingle Frame LengthApply sceneAppearance
24 fps41.7 msFilmIt's a movie, a little exercise.
25 fps40 msPAL Television (Europe/China)Standard TV
30 fps33.3 msNTSC Television, Web VideoFluid
50 fps20 msPAL High Clear TelevisionIt's fluid.
60 fps16.7 msGame, Sports, High Frame VideoVery fluid.
120 fps8.3 msHighscreen, slow action materialVery smooth.
240 fps4.2 msSlow motion.Slow down. Ten times clear.

Common frame rate and applicable scene

Frequently asked questions

Why, 24-30 looks weird?

24 cannot be severed by 30 when there is no correct pulldown or plug-in, generating a shake.

60fps always better?

It's a better sport, but fans don't like the "soap drama effect" of film content.

What's 3:2 pulldown?

Repeat the scene alternately, map the 24fps film to the pattern shown in the 60Hz row.

Why does a movie look bad with 24 fps?

Two reasons: 1 **motion fuzzy** - The movie fast corner is usually 180 degrees (the exposure time is half the frame space), each frame is motion fuzzy, and people's eyes link vague frames to smooth motion; the game rendering is not fuzzy, so 30 fps looks more stuck than the film 24 fps. 2 ** Seeing habits** — For a century, the audience has adapted to the "film feeling" of 24 fps, but instead feels that the high frame rate (e.g. 48 fps of the Hobbit) is too real and like soap operas. It's an aesthetic habit, not technical.

Does the high screen (120Hz) make sense for daily use?

It's very obvious, especially that rolling and touching interact. 60 Hz to 120 Hz is more intuitive than 30 to 60 because the delay in the touch response is directly halved (16.7 ms → 8.3 ms). The cost is cost: the screen and GPU do twice as much work, so mobile phones are widely used for self-adaptation (LTPO screens can be dynamically rotated between 1-120 Hz and static images down to 1 Hz saver). ** If the equipment supports, the experience of opening a high brush is worth the amount of electricity lost. **

More Tools