How does motion blur in modern games work?

It be could if old games that now can render at 300fps on beasty gpus could accumulate all frames within every 16ms interval to show fixed 60fps with "perfect" motion blur...
 
It be could if old games that now can render at 300fps on beasty gpus could accumulate all frames within every 16ms interval to show fixed 60fps with "perfect" motion blur...
Indeed ^^ In fact there is an accumulation styled motion blur like you are talking about inside the dark places engine.

It starts looking rather convincing at around 1000fps / accumulated frames. It motion lburs the whole image and not just motion vectored / opaque objects, so you get interesting effects like proper images behind the motion blur as well as motion blur on transparencies or shadows.

Check out this video of it in action: https: //www.youtube.com/watch?v=mpWYDwkKbjY&feature=youtu.be

(delete the spaces as I cannot post links yet)
 
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