Outerra forum

Outerra Engine => Ideas & Suggestions & Questions => Topic started by: charlesmeryon on July 10, 2010, 01:35:35 pm

Title: Motion blur
Post by: charlesmeryon on July 10, 2010, 01:35:35 pm
That seems a detail but this is VERY important for immersive effect because there is always motion blur in the real life.
So, don't forget it! ;)

Congratulations for this incredible engine.
Title: Motion blur
Post by: ZeosPantera on September 09, 2010, 04:21:58 am
I am not quite ready to back you up 100% on this. I mean . If something moves across your screen fast enough it will appear blurry just from the lack-luster refresh rates of modern displays. Most motion blur in current games is just there to hide bad frame rates in an environment that is moving very quickly. I would file this next to lens-flare and everything in modern games being shiny.
Title: Motion blur
Post by: David Pemberton on September 09, 2010, 07:16:00 am
Personally I think motion blur should be a part of modern games.

As humans viewing a scene there are two moving parts, your eyes, and your head. When you spin around to look at something, your eyes lead the way, moving faster than your head, which prevents you from having blurred vision.

In a game, your eyes are stationary and fixed in your head, so motion blur is a good way of exaggerating movement.

I guess it depends whether you are trying to show the scene through the eyes of a human, or on a TV screen. I doubt if a game shown from the perspective of human eyes, with all the seeking and searching that eyes do all the time, would be possible, or indeed playable. Most people view sports such as racing, or footage from an aeroplane, on a TV screen (which naturally does have motion blur), so to include motion blur in a game is completely realistic.

If it's done well, I think motion blur can be a valuable addition to the visuals of a game.
Title: Motion blur
Post by: RaikoRaufoss on September 09, 2010, 11:11:53 am
I personally think motion blur should be incorporated, but care will have to be taken to ensure that the effect is not overdone.