> Michael Menegakis wrote: >> I sounds easy to be implemented by someone already versed in the >> renderer. Is it easily possible? Has it been considered? >> >> It might help against "panning" on low FPS. > > This is just an educated guess, but I'd say these features probably > won't make it into ioquake3 proper. Most likely if they ever do get > implemented, they'll either live in patch form on > http://ioquake3.org/extras/patches/ or perhaps since they're > switching/switched to Mercurial, it'd live in a branch somewhere. > > I say this because it seems historically a lot of the graphics related > features to be added end up being rejected from inclusion in the main > source.
This reminds me of the Q3A T-Buffer/accumulation buffer work that 3dfx did to show off their Voodoo5 cards way back in the day. I guess it implemented motion blur by caching a few frames and blending them or something. I don't recall it having a positive impact on fps so if a modern implementation of motion blur uses the same general concept, it may only make low-fps situations far far worse. Monk. _______________________________________________ ioquake3 mailing list [email protected] http://lists.ioquake.org/listinfo.cgi/ioquake3-ioquake.org By sending this message I agree to love ioquake3 and libsdl.
