Slow Motion Calculations
Updated
The math of overcranking: slow-motion factor and speed from the capture and timeline frame rates, running time, frame counts, speed ramps, and what a high frame rate does to shutter, light and NTSC timing.
Frame Rate Reference Guide
Common Frame Rates
24fps
Cinema StandardThe base rate for the slow-motion factors on this page
30fps
Standard VideoWeb video, and TV in 60 Hz regions (as 29.97)
60fps
2.5x Slow MotionGentle slow motion at 40% speed on a 24fps timeline
120fps
5x Slow Motion20% speed on a 24fps timeline
High-Speed Capture
240fps
10x Slow Motion10% speed on a 24fps timeline
480fps
20x Slow Motion5% speed on a 24fps timeline
960fps
40x Slow Motion2.5% speed on a 24fps timeline
1000fps+
Specialist CamerasDedicated high-speed cameras such as the Phantom range
Playback Standards
23.976fps
24 × 1000/100124p in systems derived from NTSC
25fps
PAL StandardBroadcast in 50 Hz regions
29.97fps
30 × 1000/1001Broadcast in 60 Hz regions
50/59.94fps
Progressive HDSports and smooth-motion delivery
Slow Motion Calculations
Slow Motion Factor and Speed
How much slower footage plays when it is captured at one frame rate and played on a timeline at another.
Formula:
Slow Motion Factor = Capture FPS ÷ Playback FPS; Speed % = Playback FPS ÷ Capture FPS × 100Examples:
120fps captured, 24fps playback
Calculation: 120 ÷ 24 = 5x slower
Result: 5x slow motion (20% speed)
240fps captured, 30fps playback
Calculation: 240 ÷ 30 = 8x slower
Result: 8x slow motion (12.5% speed)
Tips:
- To get a given slowdown without interpolated frames, capture at playback rate × the slowdown
- Work from the timeline rate you will deliver at: the same 120fps clip is 5x on 24fps and 4x on 30fps. The free speed change calculator does the math in your browser
- High frame rates fill cards fast: see storage planning
Running Time
How long a slow-motion shot runs on the timeline, from how long it took in real time.
Formula:
Timeline Duration = Real-Time Duration × (Capture FPS ÷ Playback FPS)Examples:
10 seconds at 120fps on a 24fps timeline
Calculation: 10 × (120 ÷ 24) = 50 seconds
Result: 50 seconds on the timeline
5 seconds at 240fps on a 30fps timeline
Calculation: 5 × (240 ÷ 30) = 40 seconds
Result: 40 seconds on the timeline
Tips:
- Slow motion eats running time: a 5-second action at 240fps fills 40 seconds of a 30fps cut
- Shoot only the moment you need, then ramp in and out of it
Frame Count
How many frames a high-speed take records.
Formula:
Total Frames = Real-Time Duration (seconds) × Capture FPSExamples:
3 seconds at 240fps
Calculation: 3 × 240 = 720 frames
Result: 720 frames captured
8 seconds at 120fps
Calculation: 8 × 120 = 960 frames
Result: 960 frames captured
Tips:
- Divide the frame count by the timeline rate for the running time: 720 frames at 24fps is 30 seconds
- Cameras with a fixed high-speed buffer record a set number of frames, so check it against this count
Speed Ramping
Work out how long a linear speed ramp plays on the timeline. This holds when the speed changes evenly over the ramp's timeline duration (a straight line on the retime curve): the ramp then plays at its average speed. Eased or curved ramps need the area under the curve instead.
Formula:
Ramp Timeline Duration = Source Duration ÷ ((Start Speed + End Speed) ÷ 2)Examples:
2 seconds of source, ramped from 100% to 25%
Calculation: 2 ÷ ((1.00 + 0.25) ÷ 2) = 2 ÷ 0.625 = 3.2 seconds
Result: 3.2 seconds on the timeline
1 second of source, ramped from 50% to 10%
Calculation: 1 ÷ ((0.50 + 0.10) ÷ 2) = 1 ÷ 0.30 = 3.33 seconds
Result: 3.33 seconds on the timeline
Tips:
- The slowest clean speed is playback FPS ÷ capture FPS: 20% for 120fps material on a 24fps timeline
- Below that speed the editor repeats or interpolates frames
- Ease the ramp in and out, and time the slowest point to the action beat
Shutter and Light at High Frame Rates
Keeping the same shutter angle at a higher frame rate shortens every exposure, which costs light and changes the motion blur.
Formula:
Exposure Time = (Shutter Angle ÷ 360) ÷ FPS; Stops Lost = log2(New FPS ÷ Old FPS)Examples:
180° shutter, 24fps to 120fps
Calculation: (180 ÷ 360) ÷ 120 = 1/240 s; log2(120 ÷ 24) = 2.32
Result: 1/240 s per frame, about 2⅓ stops less light
How the blur looks on a 24fps timeline
Calculation: 1/240 s at 24fps = 360 × 24 ÷ 240
Result: The motion blur of a 36° shutter at 24fps
Tips:
- Slowed footage looks crisper than normal 24p because each frame carries less blur
- Lights that flicker do so at twice the mains frequency (100 Hz or 120 Hz); exposures shorter than one cycle show it as pulsing
- Test any LED, fluorescent or discharge light at the frame rate and shutter you plan to use; the shutter angle guide lists flicker-free settings
Fractional and Whole Frame Rates
Mixing a whole capture rate with a 1000/1001 timeline rate leaves a factor that is not quite round.
Formula:
Speed % = Timeline FPS ÷ Capture FPS × 100Examples:
120fps on a 23.976fps timeline
Calculation: 23.976 ÷ 120 × 100 = 19.98%
Result: 5.005x: a 10-second take runs 50.05 seconds
119.88fps on a 23.976fps timeline
Calculation: 23.976 ÷ 119.88 × 100 = 20%
Result: Exactly 5x
Tips:
- Pick the high-speed rate from the same family as the timeline: 119.88 for 23.976, 120 for 24 (the frame rates guide explains 23.976 vs 24)
- A 0.1% speed difference is invisible in a short shot but drifts against sound over a long one