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Posted
As far as I know, motion blur (or depth of field) can only be done with DX10.

 

Nope - also older cards can view motion blur ... e.g. I played "Frontlines - Fuel of War Beta" with a 6800GT and in high graphic setting there was motion blur ...

 

(that my machine is to slow for this setting is written on another leaf :)

Posted
Nope - also older cards can view motion blur ... e.g. I played "Frontlines - Fuel of War Beta" with a 6800GT and in high graphic setting there was motion blur ...

 

(that my machine is to slow for this setting is written on another leaf :)

 

Hrmm....I stand corrected! I'm sure I read in many places that both of these things were only possible with DX10.

Posted

Well, there currently are some games out, that are using effects like this.

 

"Two Worlds" is using dept of field

 

"Clive Barker's Jericho Demo" and "TimeShift Demo" are using a lot of visual effects ... some kind of motion blur, flickering etc. but all these effects are normaly very cpu-/gpu-time consuming and many players will not use them because of lower frame rates ...

Posted

You can get Motion blur even in DX6.0.Did you ever played Tomb raider series? remember Tomb Raider last revelation when you got bitten by a scorpion or a snake a motion blur effect was on screen so that you felt dizzy or sick? Motion Blur is and old fashion thing, believe or not. FX like Depth of field or Bloom need DX80 and HDR(High Dynamic Range) lighting FX need DX9.0. But that's not the point here, what Yenicery wanna know is actually how to add motion blur effect to the game. Well, I just don't know.. but I can tell you that an image motion blur is the one you need to give this feeling at low altitudes. Lock On uses a DX80 engine so, theorically, motion Blur, depth of field and Bloom FX could be added but tecnically, it depends how airtight or closed the code is.

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Posted
That's a possibility. If motion blur was possible in DX9, then I would it would have been implemented in more games.
HL2 Ep2 has motion blur, and that game is DX9, haven't tried on lower DX levels though, but it does work in DX9.

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Posted
That's a possibility. If motion blur was possible in DX9, then I would it would have been implemented in more games.

As far as I know, motion blur (or depth of field) can only be done with DX10.
I'm beginning to see that you haven't got much idea of this stuff....

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Posted

depth of field blur and motion blur are really two aweful things for any game in my opinion. IF ED ever decides to implement either, I seriously hope we will be able to disable it.

IMO blur is just a bad excuse for not taking time and making good far geometry&textures.

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Posted

None of the games released so far has true motion blur. What they all had were radial blur simulating motion blur. Difference is that radial blur is applied as a post effect. It will blur everything. True motion blur will only blur things that are close and moving fast relative to the view. Far away objects shouldn't be blurred.

 

Back in the days, Voodoo2 cards with SLI was capable of true motion blur and depth of field but none of the games took advantage of it. Most people thought performance hit of motion blur was not worth it not realizing that motion blurred games require only half the frame rate. 30fps in games are not smooth enough and at least 60~90fps is required for smooth gameplay. But nobody complains about 30fps in movies and TV. That's because TV's and movies are motion blurred and computer games are not. I'll take 30fps motion blurred game over normal game running 90fps.

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Posted
depth of field blur and motion blur are really two aweful things for any game in my opinion. IF ED ever decides to implement either, I seriously hope we will be able to disable it.

IMO blur is just a bad excuse for not taking time and making good far geometry&textures.

 

You have seen the game called "Crysis", right? ;)

Posted
I'm beginning to see that you haven't got much idea of this stuff....

 

You're right, what I had read I interpreted wrongly:

 

"DX10 has a Geometry shader that is capable of adding more advanced visual effects including real-time Displacement Mapping, Motion Blur, Point-Sprite generation from points, and Stencil Shadow Extrusion."

 

There were also a lot of complaints on the Valve forums as to why Day of Defeat: Source did not implement Depth of Field or Motion Blur, and the answer was always because those would only come with DirectX 10.

Posted

I don't care if valve says that motion blur and depth of field are DX 10 exclusive features.

Let me get this straight. Motion blur is NOT the same as Depth of field. Motion blurred games, so far, have been implementing a full frame blur added as a post effect which is known as image motion blur. True Motion blur -that one you see in real life- is achieved via object motion blur and is very expensive to render. We see motion blurred objects when this is moving or spinning faster than the camera shutter speed or than our eyes' image refreshing rate -which is estimated to be around 60 Hz-

Depth of field is the effect -or phenomenon in real life- when the viewer focus in an specific object and therefore other objects, in the scene or field of view, get blurred due to this lack of focus.

You run a 3dmark 2003 which is DX8 compliant and you'll see a basic depth of field.

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Posted

I know that sometimes I need a genious to point these things out for me, but I did not say that motion blur and depth of field are the same thing. I know what motion blur and depth of field are. All I was saying is that I have read in places that these two things were only possible in DirectX 10, but I also said it looks like I interpreted this wrong and that these things are now real-time effects in DirectX 10, rather than post effects, as Ven pointed out

Posted

Next thing I will hear will be that above 500 000 polys in a scene can be done only in DX10... and Vista... and if you buy Balmer a pizza...

 

I am geting tired of this song. DX10 is just an API... if the videocard couldn't do what DX10 says to do it would not do, so if you have an API that can call the card capabilities then the card will do what is commanded... you need just an API... any API tha just happens to know what to ask. OpenGl is such a thing...

 

I've seen motion blur and depth of field even on Play Station and no DX10 stuff there...

 

And for the record... Crysis is looking worse and worse as release date is coming close, and the so called "DX9 vs DX10 comparision screens" more full of lies than ever.

 

Same ol' same

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Posted

I agree with you some degrees zaelu but it's not entirely true. Yes DX10 is just an API but it also has certain requirements. Nvidia 8 series graphics card for one and Vista. So when people say DX10 is required for motion blur and depth of field, it's usually assumed that 8 series graphic card or equivalent is also required. An API is not gonna enable a feature on 7 series card that is not even available.

 

As I've said before, the motion blur and depth of field you see on PS consoles are radial blur and crude z-depth blur. They're not true motion blur and depth of field. Which by the way works pretty well for uni-directional games like racing games.

Posted

Regarding motion-blur capabilities, I feel I have to add that Final Fantasy 8 of nigh-antiquity sported some manner of motion-blur. On a PSX. The PC-port, on DirectX 5 or 6 - most reliable on a Voodoo2, among the graphics-cards I've used. Of course, that WAS rather full-screen (heh, FSMB), not at all selective - UI, non-moving characters, everything a blur. (For a sample, look for videos of summoning the GF Eden, or a Limit Break named Wishing Star (I think) or some of the final fights.)

 

My opinion is that it's hard-coded. (And I have to say that I can live without it, no problem.)

Posted

Just as a joke I must add that any technology that makes motion blur and dept of field on a 2D monitor is faking. IMHO there is not such a thing as a "true motion blur" or "true depth of field"... is just better maybe or more natural looking.

 

Is the Eye-Brain that makes the natural thing ;) .

 

Also, Ven, I said that if a card doesn't have the capabilities it will not "trigger" the effects. The API wouldn't even bother to ask for them as a matter of fact because before an API can start asking for things it has to agree with the card of what it can ask... that was a bit obvious :) .

 

/OT

 

For me "depth of field " is very tricky in a sim... you might just loose a "dot" that you where whatching with the corner of an eye... the software cannot tell exactly what is your focus. It can assume that is what is in the center of the image... which is not always true... on gaming ;) .

 

As for the "motion blur" although cool in NFS like games in Lock on or DCS will make you dizzy because you use Freetrack or Track IR and you swing your head continously... the software will fail the "magic" then. A good solution would be to add more and more detail to the world... thus when flying fast the fact that you will miss those details because of the speed will reconstruct the "motion blur" a bit... the part with the missing details and not the one with seing blured :) .

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