The question is, do we really want Temporal AA / Motion Blur in games?
When watching a film and theres a panning shot with a sign in the background or something else to read, you cant, its blurred out by the motion. Now when you go to something like IMAX with 48 fps the amount of blurring dcreases and more detail can be seen in panning shots, and imo looks a lot more realistic.
Now the eye has a "sample rate" of around 25fps I think, but can detect flickering motion much higher than this, upto around 60fps IIRC (although I could swear I can tell a difference upto 120fps when playing q3 ). To render motion blur in realtime, your basically going to have to render multiple frames and average them, which would mean your still going to have discreet images but just displayed as one, and will still display temporal aliasing. I think it would be best to render at as high a frame rate as possible and let the eye do the taa.
That is unless motion data can be passed to the rendering engine and pixels rendered in an arc describing the motion of the pixel from one frame to the next. Maybe R900/NV80
When watching a film and theres a panning shot with a sign in the background or something else to read, you cant, its blurred out by the motion. Now when you go to something like IMAX with 48 fps the amount of blurring dcreases and more detail can be seen in panning shots, and imo looks a lot more realistic.
Now the eye has a "sample rate" of around 25fps I think, but can detect flickering motion much higher than this, upto around 60fps IIRC (although I could swear I can tell a difference upto 120fps when playing q3 ). To render motion blur in realtime, your basically going to have to render multiple frames and average them, which would mean your still going to have discreet images but just displayed as one, and will still display temporal aliasing. I think it would be best to render at as high a frame rate as possible and let the eye do the taa.
That is unless motion data can be passed to the rendering engine and pixels rendered in an arc describing the motion of the pixel from one frame to the next. Maybe R900/NV80