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by Arelius
4196 days ago
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Sure, if you can render at so 120 hz, or more and composite the 4 frames together into your single frame you will get a single improved frame. but even at 4 renders a frame you'll still get artifacts, I imagine you'd need at least double to make it worthwhile, But even that only gives you ~8ms to time step and render the entire scene. Minus composting and any other full-frame post effects. And hitting the ~16ms required for a 60fps is already pretty difficult. 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. |
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So, you could render 16 samples, but only do 1/4 of the pixels on each so you'd get better motion blur for only a small increase in work over doing 4 temporal samples. The extra work corresponds to a bit of bookkeeping and the tweening of 16 frames instead of 4 and you'd still be rendering the same number of samples overall.