Polyphony are aliens...

I haven't seen it yet (I'm still at work), but I just wish that they would work a little on the shimmering. :?

Are these from Prologue or new movies from the 'real thing'?
 
Those movies are done with their engine, but like GT3 intro, are not realtime.
I don't think they can do high quality motion blur in realtime ;)
 
These movies are done with the actual engine, and are almost certainly un-edited direct feed videos, as they don't have as good image quality or motion blur, as GT3 intro. You can see some shimmering, some aliasing, etc. especially in the videos that show gameplay point of view.

If anything, motion blurring appears from downsampling 60FPS footage into a 30FPS video.

Both tracks look really gorgeous, btw.
 
nAo said:
Those movies are done with their engine, but like GT3 intro, are not realtime.
I don't think they can do high quality motion blur in realtime ;)

Huh? Motion blur is pretty easy to do on PS2...
 
The trick where the current frame is blended with the last rendered frame is cheap on the PS2 but it's NOT motion blur.
It's pretty clear from those movies they used the same trick used in the GT3 intro. Each frame is taken from the realtime engine and post processed offline (so you have the same texture flickering from the realtime engine..). To perform 'real' motion blur one have to render a frame N times for all the time the camera shutter is open, not just blend together N frames from previous rendered frames. (that's just a low pass spatial/temporal filter)

ciao,
Marco
 
To perform 'real' motion blur one have to render a frame N times for all the time the camera shutter is open, not just blend together N frames from previous rendered frames. (that's just a low pass spatial/temporal filter)

Does that mean, when doing real motion blur as oppose to temporal filter, your frame rate is determined by the camera shutter speed ? Can you get N = 1, if you play with the camera shutter speed ? Can you explain abit more this real motion blur technique ?
 
V3 said:
Does that mean, when doing real motion blur as oppose to temporal filter, your frame rate is determined by the camera shutter speed ? Can you get N = 1, if you play with the camera shutter speed ? Can you explain abit more this real motion blur technique ?
Frame rate is not determined by the camera shutter speed.
Given a sampling rate of the image, N samples fit in one frame.
How big is N? it depends on lot of parameters, like cel/ccd sensitivity, shutter opening end closing time, total amount of light in the scene, objects maximum speed, etc..
Making it simple you just sample N images and accumulate them in one image :)

ciao,
Marco
 
nAo said:
V3 said:
Does that mean, when doing real motion blur as oppose to temporal filter, your frame rate is determined by the camera shutter speed ? Can you get N = 1, if you play with the camera shutter speed ? Can you explain abit more this real motion blur technique ?
Frame rate is not determined by the camera shutter speed.
Given a sampling rate of the image, N samples fit in one frame.
How big is N? it depends on lot of parameters, like cel/ccd sensitivity, shutter opening end closing time, total amount of light in the scene, objects maximum speed, etc..
Making it simple you just sample N images and accumulate them in one image :)

ciao,
Marco

Which is exactly the same as "fake" PS2 motion blur when
shutter speed == frame rate...
 
Not really, if shutter speed is frame rate then you simply get no motion blur with the scheme nAo is talking about.

The motion blur nAo is talking about will not reuse temporal samples, each sample only contributes to a single shown frame. That is not to say there can be no artistic use for effects which do reuse samples ... but personally I would call them motion trails rather than motion blur.
 
Er, I must be blind, but these videos don't have anything even *resembling* the high quality blur from the GT3 intro. Not to mention they have other image quality flaws here that GT3 intro didn't have... It looks exactly like any video from GT4, as far as image quality goes, no better and no worse.

The only blurring that I see here is made from motion artifacting due to compression, and 60-30FPS squeeze :?
 
How some of you can't see the motion blur in those videos?!
Well..maybe I have some kind of super eyes ;)
 
When I first fired up GT4:prologue I was blown away by the opening movie, supposedly from the in-game, in-engine footage. I was then horrified to see what the game itself looked like..
 
How some of you can't see the motion blur in those videos?!
Well..maybe I have some kind of super eyes
I can see it, but as I've said, that is the exact same kind of blurring you get due to motion artifacting while compressing a video stream, and by bringing the 60FPS footage down to 30FPS video, where frames get interpolated.
 
marconelly! said:
I can see it, but as I've said, that is the exact same kind of blurring you get due to motion artifacting while compressing a video stream, and by bringing the 60FPS footage down to 30FPS video, where frames get interpolated.
Sorry, but it's not. It's obvious..at least to me :)
 
It confuses me why certain individuals automatically assume that the presence of texture aliasing automatically equates to realtime...

I don't know about some people, but I have seen texture aliasing in prerendered CG FMV.

On a similar note, CG using in game models and textures does not equate to realtime either ie GT2 intro. ;)
 
PC-Engine said:
It confuses me why certain individuals automatically assume that the presence of texture aliasing automatically equates to realtime...

I don't know about some people, but I have seen texture aliasing in prerendered CG FMV.

On a similar note, CG using in game models and textures does not equate to realtime either ie GT2 intro. ;)


Agreed. And also in REALITY while watching DVDs........
 
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