> 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.
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