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InsideQC Forums • View topic - Better motion blur?

Better motion blur?

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Better motion blur?

Postby leileilol » Sat Feb 22, 2014 2:46 am

What's a good fixed way for motion blur that doesn't look like a lazy buffer effect?

Doom3 BFG supposedly does a nice multipass motion blur using player velocity and angle differences but the viewmodel is excluded which kind of breaks the illusion. It also implies the blur is done in cgame.


I intend to do this to id Tech 3.
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Re: Better motion blur?

Postby Barnes » Sat Feb 22, 2014 9:09 am

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Re: Better motion blur?

Postby leileilol » Thu May 08, 2014 7:56 pm

I never got the vector-based motion blur to work

but however, I did do a different method that does work. Sort of.


Just capturing the frames alternating between 5 screen texture buffers (which takes up a crapload of VRAM, 40MB at 1920x1080) , then mixing them in a fragment shader. It's most effective at 120-240fps.
Image
Image

Sure, I could take a gradual buffer approach, but i'm trying to retain as much color precision as I can since we already lose some with overbrights.
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Re: Better motion blur?

Postby Barnes » Fri May 09, 2014 8:05 am

Damn) I'm thought about this method some days ago :)
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Re: Better motion blur?

Postby Spiney » Thu Aug 28, 2014 4:07 pm

You could try accumulating frames into a HDR buffer. I guess that wouldn't balloon up so much.

As for retro stuff, maybe render 4 quarter res buffers with one pixel view offset and arrange the pixels in a screendoor pattern.
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