Motion blur
- Tank Program
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Works on my AMD64 with a nVidia, that screenshot there is my desktop with an ATI. Reporting like 50 FPS @ 1024x768 max settings, 20 frames layered (if I understand this code right). Had to take a screenshot with printscreen as the screenshot key returned without blurs. Seems to be related to CPU power available, cause when I tried again while gimp was compiling performance was much worse...
Edt: it's a GeForceFX 5200 PCI 128MB
Edt: it's a GeForceFX 5200 PCI 128MB
Last edited by Tank Program on Mon Oct 24, 2005 6:21 pm, edited 1 time in total.

Here on the crappy NVida FX 5200, I get pretty much the performance you would expect from its lousy fillrate; I get 800x600x1 or 512x384x2 or 400x300x3 (the third number being the number of frames blurred together). I'll try how far I get at 1280x1024 with my 6800 later 
The result surely looks smoother and is a better way to burn your GPU capacity than just disabling VSYNC. I personally don't like the blurryness, but that may just be me not being happy with running AA at such low resolutions.

The result surely looks smoother and is a better way to burn your GPU capacity than just disabling VSYNC. I personally don't like the blurryness, but that may just be me not being happy with running AA at such low resolutions.
ok, err my video card out performs a FX 5200 what is going on???? is it falling back to software rendering or something????
EDIT: nvm, my video card doesn’t have hardware accelerated accumulation buffer...
EDIT: nvm, my video card doesn’t have hardware accelerated accumulation buffer...

Last edited by hang3r on Mon Oct 24, 2005 6:33 pm, edited 1 time in total.
- Tank Program
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- Tank Program
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Google told me some stuff. 
Render to a texture, then render your scene, then put the texture in the front with an alpha effect. So grab the last rendered scene, I guess, and use it for the next. This is the method they say GTA uses.
I found a reference on a forum (for something called Oni) where they just render the object multiple times with an alpha, apparently like I was talking higher up.
Edit: Here's one for you, Jonathan, where he uses the pbuffer:
http://www.zanir.szm.sk/30-39.html

Render to a texture, then render your scene, then put the texture in the front with an alpha effect. So grab the last rendered scene, I guess, and use it for the next. This is the method they say GTA uses.
I found a reference on a forum (for something called Oni) where they just render the object multiple times with an alpha, apparently like I was talking higher up.
Edit: Here's one for you, Jonathan, where he uses the pbuffer:
http://www.zanir.szm.sk/30-39.html
Check out my YouTube channel: https://youtube.com/@davefancella?si=H--oCK3k_dQ1laDN
Be the devil's own, Lucifer's my name.
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Hang3r also told you some stuff, but you didnt follow that linkLucifer wrote:Google told me some stuff.
Render to a texture, then render your scene, then put the texture in the front with an alpha effect. So grab the last rendered scene, I guess, and use it for the next. This is the method they say GTA uses.

Sorry, I was sleepy when you posted that. I'll go back and read it, but it'll have to be after class. (I was also sleepy when Google was talking to me, but that was because I had just woken up)
Check out my YouTube channel: https://youtube.com/@davefancella?si=H--oCK3k_dQ1laDN
Be the devil's own, Lucifer's my name.
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Be the devil's own, Lucifer's my name.
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That's trails.Lucifer wrote:Here's one for you, Jonathan, where he uses the pbuffer:
http://www.zanir.szm.sk/30-39.html
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