David Rosen from Wolfire games implemented motion blur in their engine by rendering multiple instances of an object, and using a stipple pattern to blend them together.
http://cdn.wolfire.com/blog/a/chop.jpg
http://youtu.be/0EjvtQdTHB0
It looks pretty nice in motion, and I guess it would be fairly easy to implement compared to other motion blur methods.
It's cheap and works with shadows. In fact, I'm surprised no one came up with this back in the 90's when tricks like that were more common.
Anyway, it got me thinking about how it could look in a game like Quake.
Having motion blur on the grenades would help to show the bouncing arcs.
Rocketjumping players would get more sense of speed.
PS: apologies for making a request thread, I know how much everyone hates those
http://cdn.wolfire.com/blog/a/chop.jpg
http://youtu.be/0EjvtQdTHB0
It looks pretty nice in motion, and I guess it would be fairly easy to implement compared to other motion blur methods.
It's cheap and works with shadows. In fact, I'm surprised no one came up with this back in the 90's when tricks like that were more common.
Anyway, it got me thinking about how it could look in a game like Quake.
Having motion blur on the grenades would help to show the bouncing arcs.
Rocketjumping players would get more sense of speed.
PS: apologies for making a request thread, I know how much everyone hates those

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