https://en.wikipedia.org/wiki/Saccadic_masking

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dpJudas wrote:Motion blur is different than those other effects in the sense that it is trying to fix a specific aliasing problem. As Nash already described, it helps a lot at lower frame rates. Even at higher ones it does make the movement feel more smooth, but it comes with the price of a less crisp scene.
dpJudas wrote:Newer and more advanced motion blur algorithms uses both the depth buffer as well as motion vectors for each pixel. In those the stuff further away will blur less and things moving same way as the camera will too.
You are right that true exact motion blur can only be done by rendering lets say 10 frames (the more the better) and average the result.
dpJudas wrote:Of course I don't doubt that most implementations probably exaggerate the effect to make it more visible. That's where the "artistic" part of it all enters the picture. But originally the point was to make all movement feel more fluent, as if you had a much higher frame rate than you really do.
sinaptica wrote:I cannot for the life of me understand the fixation some FPS game developers have to introduce these kind of effects (lens flares, liquids splashing into a transparent planar surface in front of the character, motion blur, etc...) into what's supposed to be the character's viewpoint.
Spoiler:
You might want to check out NVidia's Fast Sync option if your hardware supports this. (Another question would be if GZDoom supports this. It does work with Adaptive Sync very well, anyway.)Caligari87 wrote:... as there's literally 10x my monitor refresh rate which could be used to temporally smooth the experience instead of going to waste.
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