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Does it cost that much money to render frames in these animated shows?
I first notice it with Dragon Prince Season 1, cause that frame rate is really jarring, but then I started to notice it in many shows that is 3D animated. Ultraman goes from being a slideshow to being super smooth and back. It's really distracting, and I wonder if there is some kind of artistic thing I'm missing or if this is a way to save money.
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I have no idea!
These shows are often several season ahead on storyboards by the time season one airs
If the rest of the show wasn't as great as it is it would definitely deter me from watching
Only video games are at frame rates above 24.
The only two modern theatrically released films to try 48 FPS have been The Hobbit and Billy Lynn’s Long Halftime Walk, and the high frame rate has been largely panned by both critics and audiences because it makes everything look fake.
Interestingly they also say toy story 2 was much harder to render than TS1 and took 20-30 minutes per frame on 2011 hardware.
That's my understanding, at least.
Though I’ve noticed it is becoming a bit better lately. Season 2 of The Dragon Prince definitely made good use of it a lot more often and the frame rate was much less obvious than s1.
Steam ID - VeldrinD
The answer is yes, but for fundamentally different reasons between CG (whether it's 3D or 2D) and hand (ish) drawn.
Starting with 3d (and many 2D), every frame costs both the time of character animators and computational render time, at a minimum. On a recent feature, we had some sequences where some frames could take multiple hours to render. This is largely because in CG, our appetite for rich visuals has only increased with time; the joke in R&D is that we're trying to keep up with the artistic appetite and that any optimization we implement will just increase visual fidelity.
Additional visual effects, such as fx, character fx, and complex lighting setups only add to both the human resource cost and the render/sim costs.
In 2D, additional frames are often cheaper... With a few catches. The first is that budgets for these shows are incredibly shoe-string compared to feature. If they're heavily cg and 2D, it may not take much time to render on the sort of machines feature might use - but they most likely haven't been given budget to buy and maintain those machines. The other half is all 2D involves some degree of hand-drawn anim of individual frames, even if it's on a wacom. Your cost per frame is definitely measurable, which means it's noticeable to producers looking to cut costs.
Another nuance that applies to both - the cost of iterations and redos. There are often errors, whether it be through rendering, hand drawn mistakes, or data corruption. These issues have to be caught during review sessions, and while tv is much faster paced and less perfectionist than TV, the cost of having to fix issues that can't squeek by can dramatically increase cost per frame.
This is an ultra abbreviated breakdown - there's a lot more that goes into it, but essentially it's all about the money.
Now back to lurking and writing absurd optimizations in an attempt to get a big sequel to fit in under it's render budget. (I'm trying to get a process that can be 10-20 minutes per frame down to under 5)
Though I wonder why Nickelodeon gave what appears to be endless amount of money towards Avatar (I'm assuming based on just how amazing that show looked) and Netflix gave what appears to be a pittance for Dragon Prince.
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