zaGURUinzaSKY Posted January 22, 2009 Share Posted January 22, 2009 I really would like to have motion blur on rotors instead of perfectly high shutter speed pictures, the absence of motion blur doesn't give the sense of rotation speed of blades, and depending on the external view camera angles, sometime they appear to rotate even slower. I'm also thinking at a more realistic light ring in the night when the blade tip lights are turned on as I can normally see in real scale and RC helis with night blades. The visual effect of light ring is baically a safety feature for formation flight I guess, but it works only with motion blur.. For sure this would be simply more realistic and nice, so I suppose the DCS comunity would appreciate it, Is this realizable from ED ? Robbie. Link to comment Share on other sites More sharing options...
sobek Posted January 22, 2009 Share Posted January 22, 2009 I really would like to have motion blur on rotors instead of perfectly high shutter speed pictures, the absence of motion blur doesn't give the sense of rotation speed of blades, and depending on the external view camera angles, sometime they appear to rotate even slower. IIRC, motion blur was introduced with DX9, so you won't see it in the current TFCSE(?) because it uses DX8 apart from shadows. The port to the new engine may introduce motion blur, although i must say that i really like the way that the rotor looks now. Good, fast, cheap. Choose any two. Come let's eat grandpa! Use punctuation, save lives! Link to comment Share on other sites More sharing options...
zaGURUinzaSKY Posted January 22, 2009 Author Share Posted January 22, 2009 IIRC, motion blur was introduced with DX9, so you won't see it in the current TFCSE(?) because it uses DX8 apart from shadows. The port to the new engine may introduce motion blur, although i must say that i really like the way that the rotor looks now. Oh I see, some others replace the 3D model on a certain rotation speed with some new textures of a blurred disk (at different stage of blurriness) that coul be a solution, I think you'll agree with me that even if you like it , it's not how it looks in reality.. Robbie. Link to comment Share on other sites More sharing options...
braden Posted January 22, 2009 Share Posted January 22, 2009 im confused. last night i found where the screenshots are kept and looked at mine. the first thing i thought was: wow, i like the motion blur on the rotor whilst the rest of the helicoper was in perfect detail. the screenshots were done from the F2 camera. are other cameras less blurry? looked just like the pix i took at the local airshow last year Link to comment Share on other sites More sharing options...
zaGURUinzaSKY Posted January 22, 2009 Author Share Posted January 22, 2009 mmm... if I look at the rotor hub I can clearly see any single parts while I'm in flight... that' shouldn't be like that, I'm an aerial photographer for work and also RC heli pilot so I have my idea of what I should expect, and DCS doesn't look good to me at all, may be a limit of my video card? (nvidia 7800 GTX) Robbie. Link to comment Share on other sites More sharing options...
braden Posted January 22, 2009 Share Posted January 22, 2009 ah so this thread is about the hub? well thats travelling slower than the rotors so any blur will be minimal compared to the rotors. theres loads of real photos of the ka50 in flight showing the hub looking still and detailed, whilst the rotors are blurred. looks like you're after a control for the shutter speed in the game? which i guess if implemented will just merge a couple of frames together... Link to comment Share on other sites More sharing options...
zaGURUinzaSKY Posted January 22, 2009 Author Share Posted January 22, 2009 Photos pass throu the shutter, and depending on the shutter speed we see more or less blurred, human eye sees a rotor blurred (including the hub), we should see like huma eyes in the game, not like a camera. Robbie. Link to comment Share on other sites More sharing options...
zaGURUinzaSKY Posted January 22, 2009 Author Share Posted January 22, 2009 that's why dx9 implemented motion blur Robbie. Link to comment Share on other sites More sharing options...
Aphex Posted January 22, 2009 Share Posted January 22, 2009 Lol! You know a game is amazing and bug-free when feature requests include motion blur on the rotor hub ;) Link to comment Share on other sites More sharing options...
braden Posted January 22, 2009 Share Posted January 22, 2009 ok, i misunderstood and thought u were talking about screenshots taken in game, and therefore comparing to photos. Link to comment Share on other sites More sharing options...
arneh Posted January 22, 2009 Share Posted January 22, 2009 that's why dx9 implemented motion blur Which is nice, but helicopters sims have made rotors which looks blurred and car games have made blurred wheels for years before dx9 came about. It's just about using a different texture with blur added. To me the rotors in Black Shark look more like they are flickering than rotating. And that may be how it looks to a camera, but not how the eye perceives it in real life. I prefer what the eye sees to what it looks like to a camera. Though it's by no means a big deal which in any way ruins the game for me. Just a little thing I would like to see improved :) Link to comment Share on other sites More sharing options...
zaGURUinzaSKY Posted January 22, 2009 Author Share Posted January 22, 2009 no no ,simple gameplay... (but in any case i also like it in screenshots, sim or real, but in this case it's all about the interpretation of the photographer and about what and how he wants to show it). Robbie. Link to comment Share on other sites More sharing options...
zaGURUinzaSKY Posted January 22, 2009 Author Share Posted January 22, 2009 Which is nice, but helicopters sims have made rotors which looks blurred and car games have made blurred wheels for years before dx9 came about. It's just about using a different texture with blur added. To me the rotors in Black Shark look more like they are flickering than rotating. And that may be how it looks to a camera, but not how the eye perceives it in real life. I prefer what the eye sees to what it looks like to a camera. Though it's by no means a big deal which in any way ruins the game for me. Just a little thing I would like to see improved :) totally agree with you. but such a nice sim with that fake rotor spinning/flickering effect... Robbie. Link to comment Share on other sites More sharing options...
zaGURUinzaSKY Posted January 22, 2009 Author Share Posted January 22, 2009 A positive thing would be if game makers talk more with visual experts like photographers or professional cameramen to have some extra information about how things should look in a game, otherwise some parts will result unrealistic not because of software limitations or coders limitations but simply because of wrong choices or limited knowledge on the specific field (visual effects, real world). An image expert can fully understand and better notice these things. Things that are probably not difficult to implement but if you don't see them you don't do them... Robbie. Link to comment Share on other sites More sharing options...
Ali Fish Posted January 22, 2009 Share Posted January 22, 2009 (edited) i agree on the rotor blur requirment. iam a racing sim designer. i have been swapping the stationary 3d model to a blurred texture for years now. DX7,8,9 ...not just for nice looking in game effects, but for performance issues ie less 3D model = more framerates. The central hub could stay 3D in motion and still not look to bad. IMO the blades need animated. One thing i noticed was in matts tutorial videos things 'seemed' alot nicer blade animation wise!!!. Edited January 22, 2009 by Ali Fish [sIGPIC][/sIGPIC] Link to comment Share on other sites More sharing options...
Quarrion Posted January 22, 2009 Share Posted January 22, 2009 Most flight simulators use a nice clean blur model for props or rotors when they reach high rpm. No fancy DirectX 9 motion blur effects required. It really bugs me that DCS doesn't have this, it's such a simple and fundamental thing. The flickering is visible in the pit, making it very obvious and distracting. When the two rotors appear overlapped the flickering produces even stranger effects. Link to comment Share on other sites More sharing options...
deviletk Posted January 22, 2009 Share Posted January 22, 2009 This is made in Armed Assault too. Blurred prop textures at a certain RPM (or speed in this case) and it works perfect as you all stated. Maybe ED can implement it in a patch? Or a addon maker can make it? I have only seen it in videos as i dont own BS yet, but it looked sharp and crisp wich i liked. Maybe its too sharp when you are actually flying it on your own screen. Regards Alex "Snuffer" D. AMD FX8350 (8 core) 4.1GHZ ::: 8GB Dominator 1600mhz ::: GTX660 2GB ::: 2xHD ::: 24" ASUS Link to comment Share on other sites More sharing options...
Ali Fish Posted January 22, 2009 Share Posted January 22, 2009 i think ED are simply coming from a realism aspect with how they have implemented it, but it leaves me a question that i touched on earlier. the tutorial vids have exceptional looking animated rotor. if my eyes arn't being decieved as maybe the case is, then this feature is coming i think with an updated graphics module, [sIGPIC][/sIGPIC] Link to comment Share on other sites More sharing options...
DTWD Posted January 22, 2009 Share Posted January 22, 2009 This has got me thinking, is there a way to switch off the motion blur altogether? Regards [sIGPIC][/sIGPIC] Link to comment Share on other sites More sharing options...
arneh Posted January 22, 2009 Share Posted January 22, 2009 Just to see how another sim does it, here's how the rotors look in EECH, a dx7 game. Or see around 1:30 here for how the static texture is replaced with the blur one. And it does the same for the cockpit fan. EECH looks nowhere near as good in most other respects, but the rotors do look more like they are rotating rather than flickering. Link to comment Share on other sites More sharing options...
zaGURUinzaSKY Posted January 22, 2009 Author Share Posted January 22, 2009 that's what I like Arneh, I don't think in a heli sim this is a secondary aspect when we talk about visual. Also for the blade tip light thing that I said in the very first post. Robbie. Link to comment Share on other sites More sharing options...
eV1Te Posted January 22, 2009 Share Posted January 22, 2009 The worst aspects of the graphical engine right now I think is the lack of Motion Blur both on the rotors/hub/etc and also the lack of motion blur on the shadows that seems to flicker on the ground all the time... Link to comment Share on other sites More sharing options...
Tango Posted January 22, 2009 Share Posted January 22, 2009 Hi, I tend to agree. When I pull certain manouvers (particularly high speed dives with the collective lowered), when the rotor RPM drops off, in addition to the low speed warning, the blades look almost static as they fly by the window and not as if they're still doing a thousand RPM. It gets me every me I have that happen because I think I've lost my engines and stalled the rotors!! The blade effect (certainly from the perspective of inside) needs to be addressed. Best regards, Tango. Link to comment Share on other sites More sharing options...
Ali Fish Posted January 22, 2009 Share Posted January 22, 2009 there are stages when we should see a static looking rotor all be it blurred to varying degrees, even from within the cockpit. when its rpm meets the X value and coincides with what were viewing in its re fresh rate. it does occur, just like when viewing a cars wheel accelerating. in BS It would liven the eye candy up immensly... lol what is the refresh rate of the human brain & our optical systems... [sIGPIC][/sIGPIC] Link to comment Share on other sites More sharing options...
Bucic Posted January 22, 2009 Share Posted January 22, 2009 Note that DCS blur effect is probably FPS dependent. A good occasion to drop the 'more than 30 FPS is not needed' <youknowwhat>. https://akaagar.github.io/briefing-room-for-dcs/ F-5E simpit project https://forum.dcs.world/topic/318106-f-5e-simpit-cockpit-dimensions-and-flight-controls/ Link to comment Share on other sites More sharing options...
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