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4Kind - Tech Research

Variable FPS Research

Side-by-side comparisons of the Filian avatar rendered at 8, 12, 24, 30, and 60 fps — evaluating how downsampled frame rates affect perceived motion, readability, and stylization across walking, running, and acrobatic clips.

Scene: Filian 1.4.0 (URP).warudo Capture: OptiTrack Clips: 17 April 15, 2026

01 Overview

This research explores how rendering the Filian avatar at reduced frame rates changes its visual character. Each clip is a five-panel comparison showing the same motion simultaneously at 8, 12, 24, 30, and 60 fps, letting us directly compare how each rate handles different types of movement.

8 fps — extreme stepped 12 fps — anime-style "on twos" 24 fps — film standard 30 fps — broadcast standard 60 fps — high refresh baseline
Where the FPS is set

The frame rate cap is applied at OBS, not anywhere earlier in the pipeline. Warudo continues to render at its native internal rate — OBS is the sole place where the output frame rate is constrained, captured, and encoded.

This means nothing upstream of OBS (Warudo, the mocap pipeline, NiloToon) is being altered. All visual differences below are a product of OBS-side capture frame rate.

Session details

PropertyValue
AvatarFilian 1.4.0
Render PipelineURP
Scene FileFilian 1.4.0 (URP).warudo
Motion CaptureOptiTrack
FPS Cap LocationOBS (not Warudo / not mocap)
Compared Rates8 / 12 / 24 / 30 / 60 fps
Date Captured2026-04-15
Total Clips17

02 Walk Clips

Continuous, low-velocity locomotion. Lower frame rates tend to read well here — the pose-to-pose rhythm of walking forgives stepped playback.

Walk Walk Left to Right
Walk Walk Left to Right Reverse
Walk Walk Back to Front
Walk Walk Circle
Walk Walk Circle Reverse
Walk Walk Crab Walk

03 Run Clips

High-velocity locomotion with faster limb travel. Low frame rates exaggerate stepping and can introduce visible temporal gaps during fast limb motion and abrupt direction changes.

Run Run Left to Right
Run Run Left to Right Reverse
Run Run Back to Front
Run Run Abrupt Stop
Run Run Abrupt Stop (Take 2)

04 Acrobatic / Stunt Clips

Fast, full-body rotations and inversions. These are the hardest clips for low frame rates to handle — motion blur is absent, so any gap between captured frames reads as a clean teleport.

Stunt Cartwheel
Stunt Front Flip
Stunt Handspring
Stunt Crouching

05 Hair / Secondary Motion

Isolating secondary motion (hair sim) from body motion. Low frame rates affect high-frequency simulated motion very differently than deliberate keyframed body animation.

Hair Hair Shake
Hair Hair Shake (Natural)