▲ | stevage 4 days ago | |||||||||||||
Pretty amazing writeup. I didn't really understand why every image is slowly moving around. It says: > Above the box you have an Animate button, which will move the scene around to tease out problems of upcoming algorithms. Movement happens before our blur will be applied, akin to the player character moving. I don't really understand the explanation - the movement just seemed a bit annoying. | ||||||||||||||
▲ | FrostKiwi 4 days ago | parent | next [-] | |||||||||||||
Once Multi-Step Downsampling comes into the mix, the image starts to "boil" as it moves. This is especially bad with very strong lights that are small, as the lights seem to appear and disappear with long downsample chains. Most of the recent blur technique evolution centered on fixing this issue, as shown in "Next Generation Post Processing in Call of Duty: Advanced Warfare" at the end of the article. This is not the first time [1] I hear this critique of movement by default being annoying. Should I just turn it off by default? | ||||||||||||||
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▲ | npteljes 4 days ago | parent | prev [-] | |||||||||||||
Do you know what aliasing is in a game? When the edges are too sharp? They can look okay in a still image, but they are really noticeable when things are in motion. Another such example is the moire effect. Moire is very noticeable in still images too, but when moving, it's really noticeable. These blur effects, like any other graphical thing, can have a similar effect when combined with motion. The animate function is to bring these issues out, if there is any. |