Hmm. Will it be possible to get in other post processing-like effects? Bloom/HDR, Depth of Field, Screen Space Distortion (for things like heat effects obviously) and Color Correction (used for diminished health effects, biommes, etc...), I can't remember too many others off the top of my head...
No offense, (and it's a little hard to see what's really going on in the video because of the compression) but this looks like framebuffer feedback, not real motion blur. This kind of effect simply results in looking like a cheap monitor and serves only to give you a headache.
Real motion blur is a process intensive oversampled task designed for the CPU. It can be run on the GPU, but it is not instant, which is what realtime rendering requires. Using the framebuffer copy method is still much much nicer than the current "commercial" version of motion blur which involves laying 16 copies of the screen on top of itself, looks hideous, in fact, looks extremely fake. As the OP stated, they have a very high setting right now. Using a much smaller value results in a subtle yet pleasing effect. That is a youtube video too, makes everything look hideous... :tongue.gif:
No offense, (and it's a little hard to see what's really going on in the video because of the compression) but this looks like framebuffer feedback, not real motion blur. This kind of effect simply results in looking like a cheap monitor and serves only to give you a headache.
Real motion blur is a process intensive oversampled task designed for the CPU. It can be run on the GPU, but it is not instant, which is what realtime rendering requires. Using the framebuffer copy method is still much much nicer than the current "commercial" version of motion blur which involves laying 16 copies of the screen on top of itself, looks hideous, in fact, looks extremely fake. As the OP stated, they have a very high setting right now. Using a much smaller value results in a subtle yet pleasing effect. That is a youtube video too, makes everything look hideous... :tongue.gif:
Huh...? There are plenty of games than implement real motion blur on the GPU (Crysis, Killzone 2, Halo Reach, etc).
What we need is something like this:
Rollback Post to RevisionRollBack
mcmapDZ: Simple, lightning-fast interactive web maps.
No offense, (and it's a little hard to see what's really going on in the video because of the compression) but this looks like framebuffer feedback, not real motion blur. This kind of effect simply results in looking like a cheap monitor and serves only to give you a headache.
Real motion blur is a process intensive oversampled task designed for the CPU. It can be run on the GPU, but it is not instant, which is what realtime rendering requires. Using the framebuffer copy method is still much much nicer than the current "commercial" version of motion blur which involves laying 16 copies of the screen on top of itself, looks hideous, in fact, looks extremely fake. As the OP stated, they have a very high setting right now. Using a much smaller value results in a subtle yet pleasing effect. That is a youtube video too, makes everything look hideous... :tongue.gif:
Huh...? There are plenty of games than implement real motion blur on the GPU (Crysis, Killzone 2, Halo Reach, etc).
What we need is something like this:
I second.
Like no joke, this is what I want from start to finish top to bottom
I dont use HD packs because i think most graphical upgrades are pointless but this is very pleasing. Please keep up the work and give us a release when you are happy with the results.
No offense, (and it's a little hard to see what's really going on in the video because of the compression) but this looks like framebuffer feedback, not real motion blur. This kind of effect simply results in looking like a cheap monitor and serves only to give you a headache.
Real motion blur is a process intensive oversampled task designed for the CPU. It can be run on the GPU, but it is not instant, which is what realtime rendering requires. Using the framebuffer copy method is still much much nicer than the current "commercial" version of motion blur which involves laying 16 copies of the screen on top of itself, looks hideous, in fact, looks extremely fake. As the OP stated, they have a very high setting right now. Using a much smaller value results in a subtle yet pleasing effect. That is a youtube video too, makes everything look hideous... :tongue.gif:
Huh...? There are plenty of games than implement real motion blur on the GPU (Crysis, Killzone 2, Halo Reach, etc).
No, it's either building in the framebuffer, or they skip steps in the rendering(i.e. cutting every 2nd and 3rd frame) to do it, but it's still a building in the framebuffer. Real motion blur(the effect in photoshop) is a very slow task. They use motion blur like effects, but not the true mathematical version, at least visually it appears they don't. Not to mention, any post-process applied motion blur(not building in the framebuffer in sub-frames) will not appear realistic. It's clearly visible it's being applied after the render. Just Cause 2 is horrible about that. Grab Paint.NET and see for yourself, grab the GPU plugin pack as well, there is still a considerable delay on a full image motion blur render over distances of 10 or less, like a good 150ms. Bad for realtime rendering.
Will post a download link when it's finished, it crashes often.
Ponies.
I'll have to keep an eye out for the download when you're finished :3
A 3D isometric zombie apocalypse simulator.
It looks great with AO mod and the Pantherpack.
Real motion blur is a process intensive oversampled task designed for the CPU. It can be run on the GPU, but it is not instant, which is what realtime rendering requires. Using the framebuffer copy method is still much much nicer than the current "commercial" version of motion blur which involves laying 16 copies of the screen on top of itself, looks hideous, in fact, looks extremely fake. As the OP stated, they have a very high setting right now. Using a much smaller value results in a subtle yet pleasing effect. That is a youtube video too, makes everything look hideous... :tongue.gif:
Huh...? There are plenty of games than implement real motion blur on the GPU (Crysis, Killzone 2, Halo Reach, etc).
What we need is something like this:
Keep up the work ^__^ looks brilliant.
I second.
Like no joke, this is what I want from start to finish top to bottom
Check out my Let's Play, Now in Season 2! Also, TF2 commentaries!
Awesome generated world?
viewtopic.php?f=35&t=56150
YES
YES
YES
YES
YES
YES
6xYES COMBO!!!!!!!!
But, even thought you said its in the higher settings in the video, can you show it on lower...that on high just looks really crappy..
also, the cinemacraft gets it right...
No, it's either building in the framebuffer, or they skip steps in the rendering(i.e. cutting every 2nd and 3rd frame) to do it, but it's still a building in the framebuffer. Real motion blur(the effect in photoshop) is a very slow task. They use motion blur like effects, but not the true mathematical version, at least visually it appears they don't. Not to mention, any post-process applied motion blur(not building in the framebuffer in sub-frames) will not appear realistic. It's clearly visible it's being applied after the render. Just Cause 2 is horrible about that. Grab Paint.NET and see for yourself, grab the GPU plugin pack as well, there is still a considerable delay on a full image motion blur render over distances of 10 or less, like a good 150ms. Bad for realtime rendering.
This is amazing!