Game Development Community

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? :)

#1
04/13/2007 (12:00 pm)
You mean when will you get realtime motion blur... and not that hacky blur of the previous frame... per-pixel blur based on the velocity of pixels on screen.

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.
#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
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.