Half-Life and Counter-Strike movement communities frequently record their videos with motion blur. However, doing that fast is not a trivial task.
I talk about what goes into good motion blur and let you play with the blur parameters. I then describe my GPU-accelerated solution for fast recording of these videos, and the technical issues I’ve faced implementing it. I also analyse the performance and overhead of this code on a slow and a fast laptop.
I’m sure there is some cool technical stuff going on here, but I have always been confused as to why anyone wants to have their game simulate the symptoms of a concussion. Then again I am a lens flare tolerator, so what do I know.
The… horror…
I’m sure there is some cool technical stuff going on here, but I have always been confused as to why anyone wants to have their game simulate the symptoms of a concussion. Then again I am a lens flare tolerator, so what do I know.