However this standardization has almost nothing to do with it being some sort of 'perfect' rate that humans can't perceive above. I’ve seen a few nice animations ranging from 15 to 24fps.Ĭlick to expand.24 fps is the frame rate many people are familiar with as it's the standard frame rate for film for roughly the last 90 years. But honestly the idea of creating 30 frames of animation for 1 second sounds like a lot, and it seemed people around the web felt this was ‘overkill’. I want to be sure that the playback rate is very equidistant ie not like 24fps which would end up with frames showing for different durations and interfering with the intended animation. Also 20 sounds like a possible target, a bit smoother looking than 15. 15 seems a little on the slow or noticeable side, but I could also do some realtime interpolation or tweening. I have found that anything less than 15 frames per second seems too choppy and this seemed to be what people around the web were saying. This suggests 10 or 12 or 15 or 20 or 30 or 60. It seems if it runs at 60, then the sprite framerate (if constant) should divide exactly into that. But I am unsure what framerate to target the sprite frames at. My 2d game is intended to run at 60fps and object positions will be at 60hz regardless of how often the sprite image frames swap out. I’ve been googling trying to find out what a good framerate is for a pixel art animation, but surprising not finding a whole lot of clear advice.