Velocity buffer motion blur?

New releases and general discussions.

Post » Tue Jun 16, 2009 12:28 am

I was playing with motion blur and found that even my new 9800GT stutters occasionally with it. I was reading up on it on the web, and found another technique that involves using a velocity buffer to determine how to blur the scene - which means the screen doesn't need to be rendered multiple times per frame, and doesn't leave gaps on fast moving objects.

Theoretically, it seems like this technique would be both faster and provide better image quality, though I'm certainly no expert on it. Would this be a possibility in construct 2?
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Post » Tue Jun 16, 2009 12:49 am

Possibly, I didn't know about that algorithm when I originally did motion blur. It's a true temporal antialiasing system so even things moved by the mouse are motion blurred, which could be tricky with a velocity buffer system.
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Post » Tue Jun 16, 2009 4:40 am

I'd love that - anything that helps making motion blur faster would be worth researching into, IMO.

MoBlur is one of the things right now that give games a look that we haven't had before in games - most of the devs I showed Sein to loved the MoBlur in it, cause we haven't really seen a lot of 2d games using Post Processing techniques and stuff yet. Most 2d games are still sorta stuck with the 16bit look, cause nobody kept pushing into that area.

But 720p with a lot of pixel shaders and moBlur will be a bit slower even on very powerful machines - Yet, the effect makes quite a bit of difference.
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Post » Tue Jun 16, 2009 5:23 am

True motion blur is invariably too expensive, except for very simple 2D at smallish resolutions.

Velocity buffer isn't hard to do but I can't think of a way of doing it with fx.

I suggest using my motion blur effect :P
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Post » Tue Jun 16, 2009 5:36 am

[quote="Madster":1ohcakrn]I suggest using my motion blur effect :P[/quote:1ohcakrn]

Where can I get your motion blur effect?
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Post » Tue Jun 16, 2009 7:27 am

Say NO to motion blur! It kills the FPS on most systems nowadays. :(
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Post » Tue Jun 16, 2009 11:40 am

Motion Blur is nice, but it's really just a gimmick. It's not going to make the game any more fun if it's turned on, and it's way too intensive to be played by casual players. Most people get into indie games because they just want the core game play and originality witch was present in earlier eras. IMO most games these days care mostly about graphics and looking as hot as possible.. Just gimme a new n64 Zelda or Snes Mario and i'll probably be playing them a lot longer than Gears of War.. I'm not saying that I loathe all new games, just trying to get the point across that indie games are part of a completely separate universe in which I care nothing for high end graphics. Pixel art, 8 bit sounds and chiptunes ftw.
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Post » Tue Jun 16, 2009 2:26 pm

I disagree, I think motion blur is an important addition if the graphics hardware can afford it. Games tend to run with no motion blur at all, effectively being a series of very fast slides, and luckily your brain is clever enough to see motion from this unnatural sequence of images. Add motion blur (which happens with real film), and a still image also contains information about motion, and the brain can extract more information about what is happening on-screen. Try playing a game at 20fps with motion blur off then on to make the difference obvious. When it's on, the low framerate is much more tolerable, because instead of seeing a still image for 50ms, you're looking at an image with motion information.

In fact, motion blur is a form of antialiasing, but through time rather than through space. Therefore anything to make it more usable is a good idea.
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Post » Tue Jun 16, 2009 2:53 pm

[quote="Davioware":1sw8ukpi]Motion Blur is nice, but it's really just a gimmick. It's not going to make the game any more fun if it's turned on, and it's way too intensive to be played by casual players. Most people get into indie games because they just want the core game play and originality witch was present in earlier eras. IMO most games these days care mostly about graphics and looking as hot as possible.. Just gimme a new n64 Zelda or Snes Mario and i'll probably be playing them a lot longer than Gears of War.. I'm not saying that I loathe all new games, just trying to get the point across that indie games are part of a completely separate universe in which I care nothing for high end graphics. Pixel art, 8 bit sounds and chiptunes ftw.[/quote:1sw8ukpi]
not for me, I play indie games for the originality, and the price
I can buy an indie game just to try it
the pixel art, chiptunes thing you like is a matter of personal taste
both braid and world of goo are way ahead of what was possible on those systems

personally, I don't want to make a simulation of an 8 or 16 bit game.
I want to make the experience as immersible and visceral as possible.
2d was left behind when fast 3d became feasible. Construct is a vehicle for elevating 2d to current gen, where people can say," wow, that game looks amazing!"
thomasmahler's project is a perfect example. why would we not want awesome graphical effects at our disposal?
besides, motion blur is one of the least gimmicky effects I can think of. the lack of it has been an obvious visual flaw in animation since the original king kong and godzilla claymation scenes
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Post » Tue Jun 16, 2009 3:59 pm

But is it worth killing the FPS?
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