Grall said:
Rev,
How can you call that motion blur, when there's no blurring at all? All it's doing is drawing the model multiple times and fading them out. You can do that effect completely in software, which in fact, tons of games already has over the years, many of them BEFORE 3dfx announced this "blur" feature of theirs.
*G*
What was significant, of course, was that 3dfx pushed the T-buffer as a part of its "cinematic computing" thrust long before nVidia coined the very same phrase. It was unique and worthwhile precisely because it was a hardware feature--not a software feature (as nVidia's many copy-cat attempts at the time illustrated.)
The blurring is an illusion created by the subtle fade out of the effect in the particular case of the Q3 thing. Without the fade effect you can see in the screen shots it didn't look like motion blur at all (as you see in the cheap nVidia imitations of it at the time.)
"Motion blur" is an illusion itself, something 3dfx billed at the time as a "cinematic" effect. You see motion blur in movies where it either results from the inability of the camera at 25fps to keep up with a moving object, or else an intentional effect such as the streaking star fields seen in Star Trek NG, etc. In real life with a good set of peepers you see far less motion blur than you do in the movies, where its usual effect is to portray the speed of moving objects more convincingly by exaggerating that movement.
Bottom line is still pixel fill rate, however, as it would do you little good today to make a chip with the PS/VS power of R3xx that did 2 pixels per clock and ran at ~183MHz. But with the T-buffer, the "cinematic" effects 3dfx PR'ed for the VSA-100 series were really more of a side-show to its real purpose for the T-buffer which was hardware-jittered FSAA. 3dfx's intent was that developers code specifically for the T-buffer to use it to produce "cinematic" effects apart from FSAA, and the Q3 thing was just a hack 3dfx played around with for PR purposes (ie, it was a poor-man's demonstration of the effect, IMO, as Q3 was never written with T-buffer support in mind.)
I can recall Tim Sweeny commenting that he thought depth-of-field would be really cool for things like rifle targeting scopes (although I don't think he ever did anything with that idea.) An argument at the time--and a serious question--was what happened to your FSAA when you utilized the T-buffer to do special effects other than FSAA (which may have dampened developer interest in "cinematic" effects with the VSA-100.) I remember at the time Scott Sellers hinting around that DX9 was where the "real action" was going to be and where the VSA-xxx would "really" shine--and thinking how odd it was to hear that since DX8 was only just introduced at the time. Now that DX9 is finally here his comments are much clearer ...
I think the R3xx chips today can probably do everything much better than the VSA-100 (it would have taken a pair of V5 6K's running in parallel at 183MHz--or 4 parallel V5 5.5K's running at ~183MHz) just to approach the raw fill rate of my 9800P running at 445MHz--and even then the 9800P would blow them out of the water.) But it's going to take developers who want to go beyond DX7/8 programming before we see any of these "cinematic" effects to any degree.
Personally, I'm not much of a "cinematics" effect guy because the effects are largely artificial and really do not mimic the way the eye functions--you don't see much (if any) motion blur, and things like "depth of field" relate entirely to how a camera focuses as opposed to the human eye. I think these effects can be useful, though, as long as they aren't abused. I have more of a "photorealistic" taste, actually. But I do like high-quality FSAA, though, because in life objects don't normally exude pixellated stairsteps...