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Welcome to AGDG, have you ever made a game?
See also: /ideaguy/ | /vm/

File: 1450110328097.jpg (44.7 KB, 720x405, 16:9, contemplating.jpg)

0a4aa9 No.24439

Companies get patents for all sorts of trivial ideas, so just in case I decided to gotta go fast and make this idea public without having anything to show.

The idea is that with texture-motion blur the polygons themselves don't blur, but instead the textures. This probably looks less weird in a racer than a first-person shooter, because there is less variety in the direction of movement. Think of the red-white-red-white stripe textures that you often see at the boundary of a racing track. This texture could change to a more blurry one based on your speed. This could either be done by applying a 2D motion blur algo to the texture in real time or by changing between different pre-baked textures. I'm thinking doing the latter just based on movement in one direction.

The pre-baked version sound like taking a lot of RAM, but if it is only applied to a couple textures, like the asphalt and boundary of the racing track, it wouldn't take much. Doing this only partially might look too weird. If the racing track itself is small, it could be applied to all its textures. (The skybox could also have a 2D sideways motion blur for fast turning. Again, this could be real time or changing between different pre-baked blur-levels.)

Remember that the geometry itself wouldn't blur. Would that look too weird? Is the idea maybe more suited for a racer with a cel-shaded look?

5495f9 No.24446

I feel that if the textures were the only thing that blurred it'd just end up making the textures look like shit when you're going fast


c52abf No.24503

Using mipmaps comes to mind.


48dccf No.24526

This is already a thing, and is used by quite a few games.

It's a bit more work for the GPU without much gain, but it has the bonus of working quite nicely on lower-end cards.


a48547 No.24528

>>24503

I didn't mean to just make the textures fuzzy, but blur in a way that underscores movement.

>>24526

How is it done specifically? Is it just making textures low-res and blurry or in a way that the blur would tell you the direction of movement in a screenshot?

In comics, motion is often implied not by making everything fuzzy, but only as a trail. Eg. a bike drawn from the side and moving to the right is sharp on the right where the front is and only the back is blurry. Imagine doing something like that with textures.

Textures often have details on them that imply geometry that isn't really there. The trail effect could also take this into account, so that a detail that is supposed to represent something that sits on top of something underneath it does not get drawn over by trail blur from the stuff under it.


e91d0b No.24541

the star wars pod racing game does something similar to this


19d565 No.24552

YouTube embed. Click thumbnail to play.

The spinning bits that are part of the teleporter in the beginning of Half-Life 2 do this.

They start moving at 21:53 in the video and they switch to the pre-baked blurred texture at 22:05.


8c4255 No.24558

>>24552

I never noticed that. It's a nice effect, but they needed to make it fade in instead of just suddenly switching out. Can Source animated textures handle that?


f8ba0a No.24560

>>24552

Nice vidya knowledge

>>24503

This + a shader comes to mind, pre-baked blurry textures seems like too much manual labor and memory consumption


48dccf No.24564

>>24558

In the latest source engine, yes.

In the old one, no (it still had to be dumbed down quite a bit for older computers when they made the game, so some things had to be left out).




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