3DFX Motion Blur In Action 110
Mr.Tweak writes: "TweakTown has some
"exclusive" pictures
of 3DFX's new Motion Blur effects on a 3DFX Voodoo5 in Quake 3
Arena @ 1280x980, 4X FSAA and oh boy - it looks absolutely
sensational and so futuristic! According to 3DFX, together the
Voodoo5 5000's support of the FXT1(tm) and DXTC(TM) texture
compression and textures as large as 2048 texels x 2048 texels, the
T-Buffer(TM) can render 3d landscapes with unparalleled realism and
with an impressive cinematic style which is Motion Blur. Their
article quickly explains Motion Blur and has lots of pictures of the
new feature which is currently unreleased by 3DFX, or should we now
say nVidiaFX?"
Re:Motion Blur is cool (Score:1)
Sorry. I can readily pick the difference between 60fps and 90fps, unless the monitor refresh is already at 60. It does make a difference - it means my mouse sampling rate is better synchronised with the monitor refresh.
why people wouldn't want T-Buffer features
I've got news for you. There's nothing special about T-Buffer. Everything that can be done with T-Buffer can be done with standard OpenGL calls with no significant performance losses. It's just marketing.
No, no-one will support T-Buffer now that 3Dfx is gone. Practically no-one was supporting it anyway (I can't think of anyone). It simply wasn't worth losing a chunk of the potential audience, especially when the benefits are minimal and the vast majority are using NVIDIA cards anyway.
Re:Look at the FPS (Score:3)
Re:Still using the monster 3d (Score:1)
Re:Uhm, ok?! (TheSkull sez fake motion blur) (Score:1)
Don't believe the hype.
That's easy! (Score:1)
Big Deal (Score:1)
Hah.
gimmicky (Score:1)
also, i like the reflection of the bloke in the monitor, reminds me of a porno video i've watched where you can see a reflection of a bloke cracking one off on his sofa - quality.
wray
Re:Stop wanting ugly graphics dammit! (Score:1)
Yes, I've seen Quake 3 on my GeForce2. It would be realistic looking if the entire world were made out of molded plastic. On a brick wall in real life I wouldn't be able to use the corner to shave. Light does things in the real world that aren't represented at all with present 3d hardware. We're not going to fix the problem by increasing the framerate either.
I'm not saying I'm not impressed by the technical feats of current 3d hardware, I'm just saying that it's not going in the direction that I'm looking for. I don't need my FPS or third person shooter, or what ever other rehash they're working on right now to have higher FPS. I would like to use my video hardware for other things too. I want real lighting effects, I want realistic reflections instead of perfectly sharp ones, I want acceleration for textile motion. Is it wrong for me to want these things?
First of all... (Score:1)
Also, that is not a good motion blur effect. It just echoes the image with decreasing transparencies. Quake is the worst game to demo this effect on, too. Those of us who live for driving games want motion blur bad. You just can't get the effect of going 200+ MPH without it. This 3dfx crap wouldn't help much, but a photoshop quality motion blur effect on a driving game would really be cool.
motion blur is just a hack (Score:1)
The problem is that our eyes can track a moving object (even at pretty high speeds), and if you do, you'd expect the object to be sharp again, not blurry. With motion blur, the object will be blurry, even if you track it with your eyes, so it will be unnatural.
The only real solution is more frames per second. Now, this is not easily done on a TV screen for example, so I can see where motion blur in Toy Story animations is a good thing. But not for computer games, played on a monitor that's capable of high frame rates. Instead of using hard- and software to perform motion blur, use it to increase the frame rates...
Cool! (Score:1)
ALG
Gah! (Score:4)
All they needed to do was use the T-Buffer in line with the way they use FSAA, and keep the last rendered frame to average with the current one. It'd only look (worse than) those awful screenshots at rotten framerates like 9fps, but as you went above 30fps it would start looking just like unblurred rendering _except_ that fast-moving detailed textures would be _softened_ dynamically. Combining that with 2X FSAA would be a fantastic effect with a great deal of 'you are thereness', but NOOOOO... can't these people check with other professionals other than just computer programmers? Ask any cinematographer if that's a normal cinematic level of photographic motion blur :P they'll look at you like you are _insane_. Almost nothing moves through the frame enough to produce _that_ much blur.
Re:Motion Blur is cool (Score:1)
NVidia had an interesting way of doing motion blur (Score:2)
The one problem is that it requires alpha blending on moving object, which means that you have to sort the objects by z-distance before rendering. Not too hard to do if you take a few shortcuts, but doing it perfectly can be very difficult depending on the situation.
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Who really wants this? (Score:1)
I can understand implementing motion bluring, BUT only for objects that are supposed to be moving very fast. Perhaps if it could be tied to objects by assignment it would be an excellent addition to the game. Items would be any super fast projectile (not beam weaponary), fragmentation projectiles from grenade type objects, and explosive debris from detonating vehicles or destruction of large objects.
Otherwise keep it, I don't need something else to spoil my aim....
Re:Motion Blur is cool (Score:1)
Re:Gah! (Score:2)
I'm a little surprised by the tone of your post, though. It seems like you're saying that the technology here sucks (or at least, the applicaiton thereof), but you predict that nVidia will sit on it. Maybe they will, but I suspect that since they own the patent now, they'll include it on future boards.
Interestingly, I think that this is one refinement that is going to see very little acceptance among people who are serious about winning. If you're really trying to up your frag count, you don't mind higher frame rates, or higher resolutions, or better texture management, but a feature that blurs details of the scene - that sounds like a really bad idea. That's why I stopped using motion blur in Motorhead, actually: what good is a feature that prevents you from being able to clearly identify an object you're about to crash into?
Re:Wouldn't this be annoying (Score:1)
Humans do, in fact, see motion blur. The brain just filters it out for you. Humans can't see much better then 60-70 frames/sec, and interpret anything happening faster then that as motion blur. Wave your hand in front of your face as fast as you can. You should see some blurring.
This is extremely important for very fast-paced action, like Quake, where you can have fights where something will happen so fast that you only see it for 1 or 2 frames. The problem is this - if you only see it for a few frames, that's not enough data for your mind to assimilate the information. All you see is a couple of still frames one after another, very quickly. You're not quite sure where anything's going, where they're coming from. Ever watch the sword-fights in Beast Wars? They suffer from this badly, as does a lot of 3d combat. If those images were blurred, the mind could fill in the gaps between the frames better. This is also why framerates of higher then 60 are often a good thing - if the computer wont blur it, then the human eye will instead.
Mind you, the effect they've got there looks a little bad. They're handling it simply by fading previous frames, when its actually much more complicated.
3dfx (Score:1)
Ummm... (Score:1)
Exclusive? I Think Not. (Score:5)
From FilePlanet [fileplanet.com]:
Download the demo here [fileplanet.com].
------------
CitizenC
Stop wanting ugly graphics dammit! (Score:1)
Sure I'm being obnoxious, sure this may be flaimbait, but I'm selfish damnit, and I want realistic looking realtime 3d. The only way I'm gonna get it is if other people want it too.
Say all you want about 3dfx, but their T-buffer tech is the only innovative thing to come out of the video card industry in recent years. Unfortunatly FPS stats sell video cards these days, not image quality.
3dfx dead (Score:1)
Monitor Pictures are not screenshots (Score:1)
Re:fps??? wtf??? (Score:1)
Is that really going to give you only 9fps? I know I've cranked it up above 800x600 with max FSAA and still had something playable.
And from what I recall, motion blur was supposed to be a free calculation if you were already doing FSAA, wasn't it?
why you want motion blur (Score:1)
Re:It's been said before, and I'll say it again... (Score:1)
And another thing, how can you judge this by the screenshots? Hmm? You don't know what motion blur would be like to play with. It could be a great experience, but you're an NVidia bigot, so you'll never try it.
Re:Look at the FPS (Score:2)
Also, not only were they running Quake 3 with 4x FSAA on, they were doing it in 1280x960. The poor Voodoo5 is heavily strained when running in that resolution anyway, and then the load is increased some more by the motion blur, and quadrupled through the FSAA, you are going to see crappy framerates.
Re:Motion Blur--Motion Stutter (Score:1)
Horrid! (Score:1)
Re:Uhm, ok?! (Score:2)
the fact that while playing a game you would want to see that is ridiculous. I do NOT think it is cool looking, I find it horribly annoying.
Then again, I don't play Q3 for the simple fact that the lag does not "feel" like lag, seeing my lag wouldn't work too well I don't think
Re:Wouldn't this be annoying (Score:1)
Did anyone notice the frame rates.... (Score:1)
Old technology dies quick in today's market. I wonder what 3dfx will have to offer NVIDIA besides warm bodies?
Who the hell is this Mr. Tweak? (Score:1)
Re:Motion Blur (think about it) (Score:1)
Re:Motion Blur is cool 60 FPS is useless (Score:1)
You could not be more wrong.
Motion blurring... FPS killing? (Score:1)
Maybe it's not so bad at 800x600... does anyone know?
OT, but info concerning tweaktown (Score:2)
Tweaktown threatening lawsuits because they weren't linked by a site [detonate.net] from Detonate.net [detonate.net]
and an email sent out by tweaktown and posted on detonate.net that prompted the reply above [detonate.net]
Makes for some humorous reading
Re:Uhm, ok?! (Score:2)
I kinda thought the same thing, but the words that sprang into my head weren't as harsh as yours.
To me, it just looks like an excuse for 3Dfx to put the buzzword "Mothion Blur" bullet on the back of their box.
For starters, I for one would not appreciate trying to aim my railgun at 6 models, trying to figure out which one is going to score me a frag.
Secondly, it's just not that impressive. Whoopee, the Voodoo 5 can render several time-lapsed translucent models of a character! I'm positive my GeForce could do that just as easily without having special support for it in hardware.
I would say maybe that's the reason 3Dfx didn't end up supporting it. It just isn't interesting or useful enough to justify. Slashdot must be having an incredibly slow day.
Re:Wouldn't this be annoying (Score:1)
Often wrong but never in doubt.
I am Jack9.
Re:Gah! (Score:1)
Prior art. SGI has been doing this for years. The T-buffer stuff is all well-documented OpenGL tricks with accumulation buffers.
All they needed to do was use the T-Buffer in line with the way they use FSAA, and keep the last rendered frame to average with the current one.
Ack! No! You're confusing motion blur with motion trails. Motion blurred objects shouldn't linger from past frames. It should only represent movement between frames. Anything from the previous frame should be gone from the present frame.
can't these people check with other professionals other than just computer programmers?
They can and they do. The problem is not with the motion blur technique. The problem is with the fact that they can't do it at an acceptable frame rate. Obviously, you haven't checked with either a programmer or a cinematographer.
Almost nothing moves through the frame enough to produce _that_ much blur.
At 9fps? You'd better believe things can move that much.
Re:Gah! (Score:2)
In 1/60th of a second, can you tell if 'Thresh' is turning towards you or away from you?
Given _good_ motion blur (i.e. absolutely minimal) this is going to mean an additional type of motion cue. You're talking about FPSes (apart from Motorhead, evidently) and FPSes are the one place where you most care whether the gun barrel is swinging toward you or moving parallel to you. You don't want to take too many frames to figure this out. Motion blur is an additional movement cue that accentuates the perception of motion visually- for instance that gun barrel- moving parallel to you it's going to have a tiny softening. If it suddenly turns toward you, it foreshortens and key details stop moving relative to you and will become clearer. These are subliminal details but perfectly legitimate- except that the sort of 'motion blur' you're seeing currently is miserably inadequate at rendering any such cues because it's 10X too diffuse and wastes way too much framerate.
Yes, I do think nVidia will sit on it. Call it fiduciary duty- why spend the money to implement this properly when you can just sue anybody to stop them from using it to compete with you?
Ahem (Score:2)
tweaktown? (Score:5)
This is a "feature"??? (Score:1)
Still using the monster 3d (Score:1)
Re:Motion Blur (think about it) (Score:1)
Re:Ahem (Score:1)
Wouldn't this be annoying (Score:1)
Also, wouldn't it screw with your aim in Quake? I would turn it off personally.
--
Um... alright? (Score:1)
nVidiaFX rep: "Look! It's all blurry!"
Collective audience: "Oooooh. Undistinguishable features. Me want!"
Re:fps??? wtf??? (Score:2)
I do agree that 9fps is pretty shitty. I figure you'd need to be talking 20 at the extreme lowest before you're any better off than just pumping out the framerates that are available today
Rich
Re:Interreting, but... (Score:5)
Like the antialiasing that gets rid of jaggies, it can occasionally be a bad thing, but in general it's a good thing. At 9 fps, it's a bad thing; it's like rendering a picture at 1/4 resolution for the sake of removing jaggies. However, as hardware gets faster, and motion blur at 30fps becomes possible, it does improve the user experience. You don't really see the blurring, but the movement becomes smoother.
Is it really beneficial? Consider this. People start complaining about frame rates when they drop below 40fps or so for a first-person shooter (which I won't abbreviate to a TLA for obvious reasons). Movies, including the CG parts, are played at only 24fps, yet the motion looks smoother. This is because cameras naturally add motion blur (because of a finite shutter speed), and the folks who add CG elements take great pains to include motion blur effects.
Interreting, but... (Score:1)
How do other people feel about motion blur? I guess it is sort of handy from a gaming point of view because it helps you at a glance estimate the heading and velosity of an object so you can lead it with the gun or avoid it with the car or whatever...
Wow!... (Score:1)
It's been said before, and I'll say it again... (Score:1)
The blur would seriously piss me off while playing - I'd try to rail someone, and hit their shadow instead. Looking at some of the 'hardcore competitive' players in my area, with GeForce II's, etc, who play 640x480, minimum texture detail and vertex lighting - I really don't think they give a damn about the enemy models being smeared all over the screen.
I've said it many times before. Death to 3Dfx! I finally got my wish!
Look at the FPS (Score:2)
Hmmm... (Score:1)
Does everything have to be blurred?
Could be an awesome effect, if used appropriately and in small quantities rather than just because they can as these shots appear to be.
Why they took them at 9fps (Score:2)
Re:Look at the FPS (Score:1)
Re:Stop wanting ugly graphics dammit! (Score:1)
No, the fact that Voodoo cards have only had a stencil buffer for a few MONTHS has kept things looking shitty, whereas the rest of the industry has had it, and other elementary features that 3Dfx 'forgot' so it could get higher fillrates, since 1998.
I don't care what any of you say, when compared to a real world scene or a raytraced rendering GeForce2 output looks like shit.
That's because it's generated several times faster. If you could track down a hardware raytracer board, you'd probably be pleasantly surprised by the performance level.
Current games don't contain enough information to warrant raytracing anyway. "Ooh - there's another shadow on the intersection of those two walls!" There's very little difference.
but the T-buffer from 3dfx was an attempt at being able to simulate such things
No, the T-buffer was an attempt by 3Dfx to market itself into a good position. It failed miserably. It doesn't offer anything at all to programmers except narrowing the potential market to Voodoo users.
Do you all want to look at unrealistically sharp corners and harsh angles in your games forever?
I guess you haven't seen Quake III recently - or any other game to come out in the last year.
Sure I'm being obnoxious
You sure are. And clueless. And a lot of other adjectives that would be suitably preceded by the word 'fucking'.
their T-buffer tech is the only innovative thing to come out of the video card industry in recent years
It's not innovative. It's not even new, and it's not properly done. It's too restrictive to be useful - do you see Carmack running around extolling the virtues of T-Buffer? No. He's focusing on what people actually have - the GeForce line. I believe he described T-Buffer as a 'simple accumulation buffer' - ie. something that any old 3D card can do.
As evidence, notice that the Motion Blur Q3 also runs on Voodoo 3's - which don't have T-Buffer. Coincidence?
Unfortunatly FPS stats sell video cards these days, not image quality.
Damn right. We want our games fast, smooth and sharp. FSAA all three points worse, and supposedly 'improves' image quality. It's pathetic. And now we're expected to believe that blurry images are better. What next? "Black screen, the ultimate high! Discover intellectual wonders in an empty screen on your NEW IMPROVED *(compared to S3 Virge) Voodoo 8 With External Power Supply And 128 Processors! And No T&L So If You Don't Have A Quad Athlon 2GHz, You're Fucked!"
Have a nice day.
Uhm, ok?! (Score:2)
-- iCEBaLM
Re:why you want motion blur (Score:1)
It's *so* futuristic! (Score:2)
By the year 2000, we'll all have flying cars, video phones, and -- as shown in the Bugs Bunny cartoon from circa 1945 -- hunting rifles that shoot lightning bolts.
Just what is considered "futuristic" looking nowadays? When you look at old comic books, etc, it's bright, gleeming stainless steel and glass. Nowadays, it seems like gray, dark, dank Bladerunner-style is "futuristic". Probably says something about society. :)
On the other hand, Star Trek-style futurism looks like a Doctor's waiting room, with a few extra technological features.
--
Motion blur too much (Score:1)
Re:Uhm, ok?! (Score:1)
Re:why you want motion blur (Score:1)
And it was a bloody typographical error, not "poor form". I was transcribing your text, and missed typing a word which WAS considered in my point.
I am looking out the window at cars driving roughly 60mph. I'm about 500 feet away from them. I have a REAL MOTHERFUCKING REAL sense that they are moving, and yet, I don't witness any motion blur. Of course, your claim is that the motion blur is STILL THERE, it's just so SMALL that I don't NOTICE it. However, if I move my cursor at the same speed across my monitor, I get EXACTLY the same sense that it is moving. I don't know how much more REAL MOTHERFUCKING REAL my senses get than the degree to which I am able to sense them.
ps dont make grammatical errors when yur flaming someone because of a typographical error.
Re:OT, but info concerning tweaktown (Score:1)
Re:Reality (Score:2)
Really, why are the screen shots that of a camera taking pictures of a monitor? How do you expect to see anything clearly, especially with this "motion blur" he's talking about? Pretty bad article.
Slow FPS (Score:2)
That's effectively unplayable.
Re:Interreting, but... (Score:1)
That's a (I think good) design decision on the part of 3Dfx for the T-buffer. The cost is four samples per pixel. If you take the samples intelligently, they give you antialiasing, motion blur, depth of field, soft shadows, fuzzy reflections, and other things I may have forgotten, all for almost the same price as just the FSAA.
Re:Stop wanting ugly graphics dammit! (Score:2)
Re:why you want motion blur (Score:1)
Or bring your ass over here and show me a 1200dpi image at 240Hz that DOESN'T appear to simulate motion blur without software motion blurring?
I've seen it on arcades. Perfect (Score:1)
The motion blur effect is breathtaking, even at about on 30 fps. I doubt it is produced by a Voodoo though.
Innovative? (Score:1)
wait... i thought it already did this (Score:1)
not that great (Score:1)
/me runs like heck and sets up a firewall
- webfreak
webfreak@themes.org
http://e.themes.org developer
Classic example... (Score:2)
The "motion blur" in these scenes is not actually motion blur... it's the same thing as pixel memory (remember those old phosphorous screens and my favorite xscreensaver). It buffers the previous frame then additively disolves it overtop of the new frame. (You can't even call it bluring.) It's poor and if you'll notice, is it really worth losing 40-50 frames/sec?
It's technology hype. Sure, it's kind of neato, but it's used where it doesn't apply (notice the walls get blurred? wtf?) and it only serves to muddy up the images. You wouldn't even *need* a Voodoo chipset to do this if you were willing to sacrifice enough video memory. Think about it. Gimp does this same effect real time too. :-)
NVIDIA's approach, is however, a bit more in the right direction. It uses a real blur, and maintains frame rate. I highly suggest that you check out http://www.nvidia.com/Marketing/Developer/DevRel.n sf/pages/64A26BA3A82A992188256993007AC623 [nvidia.com] if you want the real deal.
Re:fps??? wtf??? (Score:1)
Baz
braincam (Score:1)
Re:tweaktown? (Score:1)
More promotion then "news"
Fight the power at SlashDuh [slashduh.org]
--
Re:Look at the FPS (Score:1)
To quote the page providing the binaries:
"What we have here is a demonstration of 3dfx Interactive's "T-Buffer" being used to effect "Motion Blur" in the game Quake3Arena (or rather an earlier Q3Test version). It requires the use of 4sample Rotated-Grid Full-Scene Anti-Aliasing."
Yes, thats right, it says that it REQUIRES the use of 4xFSAA
Journey
Cheap motion blur! (Score:1)
Re:It's been said before, and I'll say it again... (Score:1)
For us to see blur, something has to be moving pretty damn fast - ie. much faster than what happens in 99% of games. Quake III is pretty slow-paced.
I'm not an NVIDIA bigot. I just can't stand 3Dfx.
What the hell??? (Score:1)
I only think it's because they were the only ones to run it at @ 1280x980, 4X FSAA that they can call it an exclusive.
Way to go, look at the fps here [tweaktown.com], 5fps? niiiice!
I love this stuff... (Score:1)
Thus if we head over to that site with our current cards, we will see some footage that will not impress us and thus not encourage us to buy the newer card. I love it!
Motion Blur is cool (Score:1)
What a dopey feature. (Score:1)
Oh! I know! I can make my own "Agent dodging bullets" scene in Quake!
at 9fps. Woo.
This is old news. (Score:1)
This is unnatural.. (Score:5)
Uh huh... (Score:5)
Reality (Score:1)
Yeah, this looks cool and there are probably some good applications for it, but is it necessary?
The advances in computer graphics are, in my view, meant to bring the computer world closer and closer to the ability to accurately display what one sees in the real world, while allowing you the freedom to create false realities. So, having motion blur does not seem to me to be that big of an addition, since it is rarely seen in the real world.
You really only see true motion blur when items are on your peripheral vision or are moving *extremely* fast. A guy jogging in front of you is not going to produce a blur. The bullet aimed at your head might, though.
So, I guess it's great that there are now better tools to produce this effect, but it's up to the developers to use it effectively and not to overdue it or use it in an inappropriate place.
--
Re:Interreting, but... [thanks =:-)] (Score:1)
Happy [late] solstice and any other assorted holidays =:-)
To the FPS counter crowd: (Score:1)
1280x980, 4X FSAA
Nobody runs at this res. Sure, it looks pretty there, but it also looks pretty damn nice at 800x600 4X FSAA, which is a much more realistic resolution, and that doesn't run at 9 fps.
So try it out before you start bitching about how unrealistic the framerate is.
Re:Motion Blur (think about it) (Score:1)
I agree with the second poster - the 3D card should emulate the environment. Wouldn't it be stupid if the card tryed to account for the fact that your peripheral vision is blurrier than your central vision?
I've had 'motion blur' for years (Score:1)
Re:why you want motion blur (Score:1)
ps dont claim someone says something and then simplify what they said to fit into the context of your flame. its poor form.
Slashdot lateness... (Score:1)
ooo ooonh oooh (Score:2)
recap: 9-12 fps screenshots of a special effects hack on a poorly engineered product from a now defunct company.
sign me up for more!
:::
Re:fps??? wtf??? (Score:2)
By the way, sfindley. 3dfx doesn't make absolutly shitty stuff, sure some sucks, but you konw why they were getting 9 fps? BECAUSE FSAA WAS CRANKED TO 4X AND THEY WERE RUNNING 1280x980! FSAA at 4x should be running at 640x480. With that they would probably be getting 30-40fps with the motion blur. I can't be certain with that, but it's a good guess considering the Voodoo5 is king of FSAA (as far as I remember from articles in the past).
I wonder what will happen to the next batch of GeForce2 cards (Maybe GeForce3 next) now that Nvidia has 3dfx. Hopefully superier FSAA and motion blur. We can only speculate right now.
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Blur? This is new?? (Score:5)
Oh wait, those are fingerprints on my monitor...
Sean