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What does 24 FPS look like? The cinema standard, frame time, and why film feels smooth at 24

24 FPS is a cinema frame rate, not a smoothness guarantee. Projector shutters reduce flicker and film exposure adds motion blur, but neither creates more unique frames. On 60 Hz video playback, 3:2 pulldown makes frame holds uneven and can cause judder. Games render frames sharply and must also respond to input, so 24 FPS usually feels poor on a monitor. For cinematic single-player games that target 30 FPS quality modes, 24 FPS is rarely a goal - it's usually a sign the GPU is choking.

At 24 FPS, each frame lasts 41.67 milliseconds. 24 FPS has been the global standard for cinema since the 1920s, adopted because it was the minimum rate that synced acceptably with optical soundtracks while keeping film stock affordable. Almost every movie you've ever seen in a theater runs at 24 FPS, and that historical weight is exactly why it still looks 'cinematic' rather than simply slow.

By TechCompare · Updated

Frame rate
24 FPS
24 Hz refresh rate
Frame time
41.67 ms
Time per frame
Use case
Cinema & Console
film

24 FPS next to a 60 FPS reference, both moving at the same speed.

24 fps
60 fps

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How this is calculated

24 FPS can look natural in a cinema partly because film projectors traditionally flash each frame two or three times with a 2-blade or 3-blade shutter, raising the flash rate to 48 or 72 Hz and reducing flicker. The repeated flashes do not add new motion samples. On a fixed 60 Hz display, 24 FPS video commonly uses 3:2 pulldown: successive frames stay visible for about 50 ms and then 33.3 ms. That uneven cadence produces judder on pans. A 48, 72, or 120 Hz display can repeat each frame evenly, but it still shows only 24 unique frames per second. Film motion blur is a separate part of the look.

Verdict

The 41.67 ms frame budget at 24 FPS is the longest of any common motion standard, about 2.5x the 16.7 ms of 60 FPS. A 2-blade or 3-blade projector shutter flashes the same frame at 48 or 72 Hz to reduce flicker, but it still delivers only 24 new images per second. A fixed 60 Hz display normally uses 3:2 pulldown, holding alternating frames for about 50 ms and 33.3 ms, so panning motion can judder. A 48, 72, or 120 Hz display can repeat 24 FPS evenly and remove that pulldown judder, but it doesn't raise the source frame rate. Games add sharp rendering and interactive input, so 24 FPS exposes the gaps as stutter rather than a filmic motion-blur tradeoff.

More Frame Rate scenarios

Frequently asked questions

Why does 24 FPS look smooth in movies but choppy on a monitor?
A film projector may flash each frame two or three times at 48 or 72 Hz to reduce flicker, but those flashes don't add new images. A 60 Hz display commonly uses 3:2 pulldown for 24 FPS, holding some frames for about 50 ms and others for 33.3 ms. That uneven cadence can cause judder, especially on pans. A 48, 72, or 120 Hz display can repeat frames evenly.
What is the frame time of 24 FPS?
1000 / 24 = 41.67 milliseconds per frame. That's the longest frame budget of any common motion standard - over twice as long as the 16.7 ms of 60 FPS.
Should games ever target 24 FPS?
No, with rare exception. Cinematic single-player experiments (Some early '30 FPS locked' console games came close) can target 30 FPS for a filmic look, but 24 FPS is too slow for interactive input. Any game where you control a camera will feel laggy at 24 FPS.