PSX and Motion Blur

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Which games on PSX use motion blur effects?

I can think of at least one, which brings up the question. If the PSX can do motion blur ingame, how difficult can it be from a hardware perspective?
 
I know of one game on the 3D0 that had motion blur. :)

Wasn't there motion blur in that Rage Racer game? ...or maybe that was just in the replays?
 
I had Rage Racer for PSX but I don't remember it using motion blur though I could be wrong as it was a long time ago. :?

I know MGS uses lots motion blur though, but only for the cutscenes.
 
Unless you specify exactly which method of MB, it's kinda pointless to talk about it, because there are just too many.
Even narrowing down to just fullscreen methods, the costs still range from free (via display controller) to obscenely expensive multipass methods.

Anyway, on PSX it was probably done with blending new frame on top of previous one, which is about extra raw fill cost of one copy/fill screen.
 
MGS had awesome motion blur effects on PSX. The effect was used to a great effect in it's realtime cut scenes.

Even narrowing down to just fullscreen methods, the costs still range from free (via display controller) to obscenely expensive multipass methods.
Do you by any chance have an idea what's the method for the motion blur used in MGS2?
 
Do you by any chance have an idea what's the method for the motion blur used in MGS2?
It's done with various levels of blending new frame to previous frame. (depending on scene they vary blur levels).
Occasionally they mix up multiple effects together to get something new - my favourite is harrier heatwave, which is basically done by just mixing a bunch of stuff together (smoke , depth of field and mb), and actually looks more convincing then heatwaves in GT3 imo.
Anyway, MGS2 is all about doing tons of screen passes and dumping layers upon layers of big transparency layers on the screen etc., which is pretty much one of the bigger reasons it couldn't be ported easily IMO.

On that note, It was quite nice of Konami to release MGS2 docs that way, since it really exposes most of the tricks they did nicely. (typically companies aren't so open about showing off their stuff this way... :\ )
 
Fafalada said:
Do you by any chance have an idea what's the method for the motion blur used in MGS2?
It's done with various levels of blending new frame to previous frame. (depending on scene they vary blur levels).
Occasionally they mix up multiple effects together to get something new - my favourite is harrier heatwave, which is basically done by just mixing a bunch of stuff together (smoke , depth of field and mb), and actually looks more convincing then heatwaves in GT3 imo.
Anyway, MGS2 is all about doing tons of screen passes and dumping layers upon layers of big transparency layers on the screen etc., which is pretty much one of the bigger reasons it couldn't be ported easily IMO.

On that note, It was quite nice of Konami to release MGS2 docs that way, since it really exposes most of the tricks they did nicely. (typically companies aren't so open about showing off their stuff this way... :\ )

I think Konami has already upped his game, so even if old tricks can be copied, copist would still be a generation late compared to them.
 
Rollcage 2 - Psygnosis
Omega Boost - polyphony digital

Both use it very well, really pushed the PSX hardware with thoes two.
 
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