sergi.gonzalez
Newcomer
Hi all,
In ShaderX4 there is a very interesting article explaining the realtime interlaced rendering algorithm that has been used in STALKER.
Basically, the idea behind the algorithm is to reduce pixel fillrate rendering the scene every frame using half of vertical resolution and to deinterlace a whole frame using the current and previous frame.
1. Has this method been used in another game?
2. Can this method be combined with a fullscreen depth of field effect, or any other scene depth based technique?
The depth texture could be also deinterlaced but the artifacts may be huge using blur filters.
On the other hand, it is possible to apply postprocessing effects over the interlaced frames but the results of the deinterlacing algorithm with blurred images may be unpredictable.
3. Has anybody tested the algorithm with post processing effects? (any STALKER programmer? )
Cheers,
s.
In ShaderX4 there is a very interesting article explaining the realtime interlaced rendering algorithm that has been used in STALKER.
Basically, the idea behind the algorithm is to reduce pixel fillrate rendering the scene every frame using half of vertical resolution and to deinterlace a whole frame using the current and previous frame.
1. Has this method been used in another game?
2. Can this method be combined with a fullscreen depth of field effect, or any other scene depth based technique?
The depth texture could be also deinterlaced but the artifacts may be huge using blur filters.
On the other hand, it is possible to apply postprocessing effects over the interlaced frames but the results of the deinterlacing algorithm with blurred images may be unpredictable.
3. Has anybody tested the algorithm with post processing effects? (any STALKER programmer? )
Cheers,
s.