The eyes dont work like this
they dont move in a smooth motion but as a series of jumps
Im sure a google will find some info if you really want to read up about it
The eyes do work like that, perceptually, when in smooth pursuit of a target.
The eyes dont work like this
they dont move in a smooth motion but as a series of jumps
Im sure a google will find some info if you really want to read up about it
I'd already said as much myself a week ago. Post 16Thank you Sebbbi for this unexpected post!
/thread
Why not /thread back then?It is not possible to get natural motion blurring in games with current tech. We either need selective motion blur + DOF using eye tracking, or really fast refreshes.
The area where motion blur is applied depends on where the player is looking at so yeah, you need eye tracking.
When tracking an object, any other object on a different motion vector will exhibit motion blur. If you are following a car in a racing game, the crowd behind will be heavily blurred. This can only be realistically created in current games by selectively blurring the crowd - 60 fps is not fast enough to generate natural motion blur - and of course seeing whether the player is looking at the car or the crowd is essential to know where to apply the moblur.If you're looking at something that isn't moving there is no blur regardless of where you're looking. It only blurs if you're focusing in/out or if you don't have good clear vision.
Motion blur refers to things in motion...
When tracking an object, any other object on a different motion vector will exhibit motion blur. If you are following a car in a racing game, the crowd behind will be heavily blurred. This can only be realistically created in current games by selectively blurring the crowd
60 fps is not fast enough to generate natural motion blur
and of course seeing whether the player is looking at the car or the crowd is essential to know where to apply the moblur.
"If a tree falls in a forest and no one is around to see it, is there motion blur?"
Playing games at 60 fps with strobing motion. Fast movement (determined by screen size, viewing distance, and angular velocity across the FOV) isn't smooth at 60 fps.And where did you get this information from?
If you are looking at the car, you need to blur the crowd. If you are looking at the crowd, you need to blur the car.Um what? As I said it doesn't matter where you look ie if an object is static which in your example it's the car there is no blur and if an object is moving in the background there is blur.
Yes. It's still perceived even if in the peripheral vision.Sooo....you still blur the stuff that moves regardless whether or not the person's eyes are looking at it.
OK I admit I was wrongThe eyes do work like that, perceptually, when in smooth pursuit of a target.
They can do both, although I think it's more usual for devs to try to get what's on TV from the console to mimic what's on that TV from other sources.Games don't simulate what our eyes see, they simulate what a camera sees. People still haven't figured this out after all these years of 3D games?
Playing games at 60 fps with strobing motion. Fast movement (determined by screen size, viewing distance, and angular velocity across the FOV) isn't smooth at 60 fps.
A continuous visual representation of the object in motion from one position to another across frames.Define smooth.
If you are looking at the crowd, you need to blur the car.
^^^
Alas you didn't appreciate the paraphrase
Sort of. 30fps is low enough that you can usually perceive temporal jumps directly regardless of how much MB there is.Shifty Geezer said:Fixing your eyes front and turning your head, the world is a blur. Exactly the same effect is achieved at 30 fps with a hugely smeary blur effect.
Adjusting the degree of blur according to distance from camera is extremely common. It's pretty basic actually, fairly obvious if it's not done. Anything less is VERY crude motion estimation.This is where it gets tricky. When you're driving fast the amount of motion blur in the background should be proportional to the distance the objects are from your viewing position. Stuff on the roadside that are closer to the car will have more blur compared to stuff further from the car. It's analogous to data on the edge of a disc moving faster than data closer to the center. To do realistic blurring you'd need to account for this.
Adjusting the degree of blur according to distance from camera is extremely common. It's pretty basic actually, fairly obvious if it's not done. Anything less is VERY crude motion estimation.