| Pages: [1] :: one page |
| Author |
Thread Statistics | Show CCP posts - 0 post(s) |

Jet Shimei
|
Posted - 2008.06.12 10:40:00 -
[1]
Never have I seen a game the benefits visually move with AA then this one.
Anti Aliasing option (All Ranges) Anisotropic Filter : (All ranges)
Motion blur; Adding motion blur to this game would be awesome. |

J'Mkarr Soban
Proxenetae Invicti
|
Posted - 2008.06.12 12:15:00 -
[2]
I'm not quite sure what you mean here.
-- These are my personal views and in no way represent the views of Proxenetae Invicti, which maintains a neutral stance stemming from the strong ethics demanded of its work. |

Astria Tiphareth
|
Posted - 2008.06.12 14:00:00 -
[3]
It would be nice if AA was a little easier to get working in the game, given how easy it is on other games. Most other games don't simply say 'meh, play with the graphics driver till you can get it work and it might suck at the frame-rate' - they just provide the option and get it working well.
Not so sure about motion blur - it's used to simulate depth of field, but your depth of field and therefore focus is via a set of drone cameras of unknown capability, rather than your eyes, into what is in most places an infinite distance. Where would it be useful and actually visible? Most of space is pretty empty... |

Akazaki Senkawa
School of Applied Knowledge
|
Posted - 2008.06.12 18:59:00 -
[4]
Motion blur has nothing to do with depth of field.
Motion blur Depth of field
What would be nice is a subtle motion blur on objects exceeding a specific transversal velocity relative to the camera. Think of standing on the side of a racetrack, looking to the other side - now think if the blurring you see as the cars zip past. Now, put yourself in the driver's slot as he looks at one car - the car is not blurred as the transversal velocity is low. Now, the scenery is extremely high, and blurs. |

Astria Tiphareth
|
Posted - 2008.06.14 13:44:00 -
[5]
Originally by: Akazaki Senkawa Motion blur has nothing to do with depth of field.
Motion blur Depth of field
What would be nice is a subtle motion blur on objects exceeding a specific transversal velocity relative to the camera. Think of standing on the side of a racetrack, looking to the other side - now think if the blurring you see as the cars zip past. Now, put yourself in the driver's slot as he looks at one car - the car is not blurred as the transversal velocity is low. Now, the scenery is extremely high, and blurs.
My mistake. That'll teach me to try and remember instead of looking it up 
However, motion blur is even worse. Where precisely am I to click to target an object with motion blur? The 3D view is a GUI in EVE, not just a rendered image. ___ My views may not represent those of my corporation or alliance, which is why I never get invited to those diplomatic parties... |

Merroki
|
Posted - 2008.06.15 00:30:00 -
[6]
Originally by: Astria Tiphareth Where precisely am I to click to target an object with motion blur? The 3D view is a GUI in EVE, not just a rendered image.
I think the correct answer is that nothing should be a candidate for motion blur before it is at least too fast to be clicked on by any normal human. Motion blur is a purely camera based image artifact, and as such it doesn't make sense to have anything moving fast in the distance (but slowly on screen due to distance) be blurred..
Anyhow, implementing any decently correct form of motion blur should be much more involved than implementing some form of anti-aliasing..
|
| |
|
| Pages: [1] :: one page |
| First page | Previous page | Next page | Last page |