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Article #1033

ID, easy motion blur!

#1033
From: nyb... Jason W. Nyberg
Date: Mon, 10 Jan 1994 19:38
24 lines
1909 bytes
I'd just like to hint at an idea that could greatly increase the apparent
smoothness of Doom for machines that could handle the extra load. I've
never played Doom on a superfast machine, so I don't know if the use of
this technique would even be worth it, but I know that even 30 frames/sec.
of animation isn't enough to trick my eyes into perceiving continuous
motion if the individual frames are rendered at a _single_ point in time,
as if recorded with a very high shutter speed. What could improve the flow
of animation is to simulate motion blurring by overlaying several virtual
frames into a single displayed frame, increasing the apparent frame rate
without increasing the actual framerate. I've seen this demonstrated with
a "flying logo" generator, and the difference is startling.

Like I said, I've never seen Doom running on a really fast machine so I
don't even know if you'd even notice a difference at 50-60Fps (Is there any
limit to the framerate Doom generates other than that of the display device?
What kind of framerates does it put out on a decked-out system?) but I can
say that I'd prefer 2x40 frames/sec over 1x60 frames/sec.

Just food for thought...

-- 
These are the thoughts and words of Jason Nyberg (nyb...@ctron.com)

"First you want to kill me, now you want to kiss me. Blow."   -Ash
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From: nyb...@ctron.com (Jason W. Nyberg)
Newsgroups: comp.sys.ibm.pc.games.action,alt.games.doom
Subject: ID, easy motion blur!
Date: 10 Jan 1994 19:38:33 GMT
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