circle strafing, high speed helicoptor low passes, and any gameplay tactics that forces you to track your eyes on moving objects across the display). Everyone who successfully got their game to run perfect have remarked that they see the same effect in game, as they do in TestUFO, whenever they track their eyes with moving objects (e.g. But if you can control the microstutters (run flat out syncd, good 1000Hz mouse, good game code, good GPU config), then you witness exactly the same kind of panning motion blur (or lack thereof) in videogames during strafing/turning. The 'moving edge vibrations' of microstutters create extra motion blur. Game have varying framerates, mouse microstutters, game code quality, GPU microstutters. Games are much more cacophonic than motion tests. (You can do this, even in games you no longer play, at least just as an educational exercise). (Or mouse turn left/right with good 1000Hz mouse as smooth as keyboard strafe left/right)Ĥ. Strafe left/right in front of a high-detail wall. Load an older source engine game, or any game that runs perfect with few framedrops.ģ. To do this, enable VSYNC ON (more lag) or Adaptive VSYNC (less lag)Ģ. (TestUFO motion blur looks the same as game motion blur, if you make games run perfect smooth as TestUFO).ġ. Click to expand.You can also see exactly the same kind of motion blur in games.
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