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by samatman
4189 days ago
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The corollary is that it should be possible to produce a movie-like quality in games, by over-framing and compositing a blur between frames. The result would have actual motion blur and update at say 30 fps, but without the jerkiness we normally associate with that frame rate. |
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Now, in video games we do have methods to help simulate inter-frame motionblur. The most commonly used is to build a buffer of inter-frame motion vectors, this is often generated with game state, but can also be re derived by analysis of current and previous frames to some affect. Then you do a per-pixel blur based on the direction and magnitude of the motion vectors. Which often works to good effect.