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- Newsgroups: rec.games.programmer
- Path: sparky!uunet!psinntp!blkbox!collins
- From: collins@blkbox (Chad R. Collins)
- Subject: Re: What motion blur does for you.
- Organization: The Black Box, PO Box 591822 Houston, TX 77259-1822
- Date: Tue, 22 Dec 1992 20:20:57 GMT
- Message-ID: <1992Dec22.202057.18233@blkbox>
- References: <1992Dec21.171731.26731@midway.uchicago.edu>
- Lines: 59
-
- greg@zaphod.uchicago.edu (Greg Kuperberg) writes:
-
- >In a previous article,
- >Re: Jerky Animation (Was: The Correct Way to Control Game Speed),
- >I discussed motion blur and a way to achieve it with sprites in a simple
- >case. I mentioned that motion blur is the best possible approximation
- >for the human eye to true visual motion. I should qualify this a little.
-
- >If you consistently follow a motion-blurred object with your eye as it
- >moves across the screen, it will not look particularly better than
- >a non-blurred moving object. The win of motion blur is when your mind
- >is following the object but your eye is fixed, which is what will
- >usually happen when you view an animation.
-
- >The reason that motion-blur is right is that your eye is a
- >continuously open camera; it has no oscillating shutter as movie
- >projectors or high-speed cameras do. The persistence of an image
- >in your retina is about a tenth of a second, and the only way
- >your mind knows that an object in your field of vision is moving is
- >that its image is blurred. Your mind de-blurs the image. An unblurred
- >moving object in an animation makes the image processing in your head
- >think that the object is changing position without moving.
-
- Is there no other way to accomplish this? What you described in your
- previous post really isnt practical for me- there will be too many objects
- moving over an irregular background. My other choices have left me in a bit
- of a quandry- if I use page flipping, waiting for the vertical retrace slows
- things down too much, but if I dont, the animation is of course poor.
-
- I was wondering... is there any way to do page flipping more
- efficiently than reading registers until they read the correct value?
- I have recalled seeing something about being able to hook the retrace into
- an interrupt- is that possible? As is, using page flipping is a ridiculous
- bottle neck- here is the profile of a quickie routine I wrote to move a
- sprite around the screen
-
- page_flipping 76% of time
- getting background 5%
- restoring background 3%
- putting sprite to screen %1 (compiled bitmap)
-
- and the rest went to stuff like reading the joystick, etc.
-
- Once you add more sprites, of course the page flipping takes up less of
- the time, but the affect is the same- if you move the sprites at only
- one pixel a frame, they look beautiful but they are WAY too slow....if you
- move them more than one you get multiple images- the most I was able to
- test was a speed of 10 pixels/frame and I could make out 3 distinct images!
-
- Right now, I am looking at a couple of choices:
- a) use page flipping and have a slow and boring but nice looking game...
- b) dont use page flipping and have a fun game that doesnt look so hot...
-
- I would appreciate a c) if anyone knows of one... :)
-
- Thanks,
- Chad R. Collins
- collins@blkbox.com
-
-