Simple Motion Blur 1.04 - Bugfix & Velocity awareness

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Pixel Eater
 
 
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Simple Motion Blur 1.04 - Bugfix & Velocity awareness

Post by Pixel Eater »

Motion blur with adjustable quality:


Strength is how far the blur stretches
Recovery is how long it stays on screen
Samples are how smoothly it blurs

For best performance I recommend setting vid_vsync to false.
(I gained nearly 20fps on the VSync diet!)
MBlur1.04.pk3
Spoiler: Changes
Spoiler: Break open in case of emergency
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Last edited by Pixel Eater on Fri May 03, 2019 8:21 am, edited 6 times in total.
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Caligari87
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Re: Simple Motion Blur

Post by Caligari87 »

This looks really cool. Setting samples and recovery to max actually looks pretty good, even masking lower framerates a little.

Couple little niggles: If recovery is set to zero then the blur never goes away. It's a cool trippy effect but might be worth clamping that to some sane minimum. While turning is fine, pitch seems herky-jerky somehow.

I could see variations on this being useful for various status effects like stunning or something. Are you planning on adding movement blur (I imagine this could be done with a zoom blur, with the "center" point adjusted by the player's velocity vector)?

8-)
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Re: Simple Motion Blur

Post by Nash »

Very cool! At its default settings, it's subtle enough to notice it's "just" there.

Would love to see movement blur too, or even object blur (though I'm not sure how that would be achieved).

Oh and by the way -

Might want to change all INPUT_PITCH/YAW to MODINPUT_PITCH/YAW because the latter takes into account if the player is frozen. I vaguely remember you said this was slightly based off my weapon sway mod (or was it Tilt++?) and all released versions of my mods currently don't have this fix yet (which obviously causes weirdness when the player is frozen).
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Re: Simple Motion Blur 1.01

Post by Pixel Eater »

Thanks for the great suggestions :)
I’ve set the minimum recovery to 10 and hopefully corrected the pitch jankiness. It's also now using MODINPUT_* instead.

And yeah Weapon Sway is where the ideas for how to treat the player input come from. I would have been trying to use the player angle and pitch otherwise :3:

Before I even attempt to introduce player-directional blur though I would like to figure out how to remove that clamp function from the 'for' loop in the shader. If I can predict and limit the repeats to when they encounter the screen boundaries instead, I'd be much happier :?
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Re: Simple Motion Blur 1.02 - Performance update

Post by Tormentor667 »

I tried it and it seems pretty good already but not perfect. I think at the end of the recovery, the movement isn't right, it feels if as soon as you stop moving the mouseview, the sight is still moving. It's hard to explain to be honest, but it doesn't feel right yet. Does anyone know what I mean? :-D

If it'd work perfect, I'd consider adding it to Blade of Agony.
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Re: Simple Motion Blur 1.02 - Performance update

Post by Nash »

There seems to be some nasty VM abort in multiplayer...
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Re: Simple Motion Blur 1.02 - Performance update

Post by Pixel Eater »

Oh dip- I was just about to upload 1.03 as well. Will check into that first...

I've been trying to PM you Nash but I'm getting blocked here and on Discord. Basically it was just to say 'affirmative' though :)
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Re: Simple Motion Blur 1.02 - Performance update

Post by Nash »

Pixel Eater wrote:Oh dip- I was just about to upload 1.03 as well. Will check into that first...

I've been trying to PM you Nash but I'm getting blocked here and on Discord. Basically it was just to say 'affirmative' though :)
Woops! Looks like I accidentally went overboard with those privacy settings. I'll add you as a friend on Discord. :D
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Re: Simple Motion Blur 1.03 - Faster recovery

Post by Pixel Eater »

Ha ha, no worries and thanks Nash :thumb:
Tormentor667 wrote:Does anyone know what I mean? :-D
I think I do! Does the Auto stop help it for you?
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Re: Simple Motion Blur 1.03 - Faster recovery

Post by Nash »

Sorry I wasn't clear enough with my report on the VM abort in multiplayer -

Specifically, it happens when one of the players exit the game. The remaining player in the game will get the VM abort.
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Re: Simple Motion Blur 1.03 - Faster recovery

Post by Pixel Eater »

Still in 1.03? Damn, I'll keep brainstorming then :o
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Re: Simple Motion Blur 1.03 - Faster recovery

Post by Nash »

Oh my bad, 1.03 fixes the VM abort when a player quits in multiplayer. Thanks!
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Re: Simple Motion Blur 1.03 - Faster recovery

Post by Agitatio »

Lighten gives blur directionality, but in the same direction as camera. Is it possible to "invert" that behaviour? Also maybe cap Strength to 8 - 512? :P
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Re: Simple Motion Blur 1.03 - Faster recovery

Post by Pixel Eater »

@Nash: Ah, thank the hells :D
Grigori wrote:Lighten gives blur directionality, but in the same direction as camera. Is it possible to "invert" that behaviour? Also maybe cap Strength to 8 - 512? :P
That should be the correct behaviour- it's brighter near to it's current position and fades to where it once was. I could try a darken mode for trippy effects possibly.

I was going to limit the bottom end of strength too until I realised you can get a "poisoned player" effect with a low strength and recovery and with auto stop turned off :mrgreen:
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Re: Simple Motion Blur 1.03 - Faster recovery

Post by Nash »

Is it somehow possible to merge the functionality of both the "lighten" shader and the normal shader into 1 file? Perhaps pass in a uniform to the .fp file?

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