RE: [Algorithms] FPS Questions
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From: Steve W. <Ste...@im...> - 2000-08-02 20:31:39
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> -----Original Message----- > From: Stephen J Baker [mailto:sj...@li...] > > Motion blur is the way to fix that - and in theory, > you always need it in any system that has a discreet 'frame rate'. > I think the playing experience would be increased if there is always motion blur in a multiplayer game to account for players that have faster connections. It always tweaks me to see a player disappear and reappear several virtual feet away as I die from what seems like no reason except the non-visual but all-powerful ping weapon. At least with blur I'd see something even if it is a stretched out player like the special effects in John Carpenter's "The Thing" that has what appears to be several pikes sticking into me. > > Unfortunately, doing *good* motion blur (not just averaging together > a bunch of static images - which doesn't really fix the temporal > antialiasing problem) is incredibly difficult - you really have > to render in four dimensions or something. > hmm, why couldn't a card streak a tris or even a mesh for us? It would be costly to blur in code, but wouldn't it be fairly cheap for the hardware to copy the tris and just streaking the last few bits interleaved with bits which form an outline of the form being blurred? Actually, a proper blur would probably take a sampling of bits across the mesh...I think a good reference for the visual effect would be "Flash" comic books....just multiple copies as in Mel Brooks' "SpaceBalls The Movie" when time is compressed. R&R |