So... motion blur...
by Chris Byars · in Torque Game Engine Advanced · 02/20/2007 (5:55 pm) · 4 replies
.. does anyone know when exactly will it be exiting the old preview video and entering the realm of the developers? :)
#2
04/13/2007 (12:12 pm)
Ah yes, I remember Project Offset... love that blur. Thanks for the info, just thought the one in the Legions demo was going to be in the next release of TGEA.
#3
04/13/2007 (12:31 pm)
The one in Legions, i *think*, was a blur of the previous frame and not a velocity buffer implementation.
#4
Of course you'll need some horsepower but it's doable. They use it in BF2 with SM 2.0 hw.
04/13/2007 (12:59 pm)
Should be a way to make it work using a full screen shader. Like the night vision resource.Of course you'll need some horsepower but it's doable. They use it in BF2 with SM 2.0 hw.
Associate Tom Spilman
Sickhead Games
Project Offset has it and it is most likely implemented with a velocity buffer. See ATI's Bringing Hollywood To Realtime slides for an overview of it, but it's just what it sounds like; render the frame storing the screen space direction vector and distance from the near plane into the rgb. That buffer is then used to blur the screen.