Search found 17 matches

by fuzun
23 Jan 2018, 00:03
Forum: Software Developers / Low-Lag Code / Game Programming
Topic: Another software strobing implementation on a 3D engine
Replies: 28
Views: 32305

Re: Another software strobing implementation on a 3D engine

So how do you fix strobosopic effect AND motion blur simultaneously? Easy. >1000fps at 1000Hz. Okay, yes that's hard. The higher the frame rate, the less GPU motion blur effect you need to fix any remaining stroboscopic effects. So a higher Hz display at a higher framerate. Now you're figuring it o...
by fuzun
22 Jan 2018, 23:48
Forum: Software Developers / Low-Lag Code / Game Programming
Topic: Another software strobing implementation on a 3D engine
Replies: 28
Views: 32305

Re: Another software strobing implementation on a 3D engine

What I'm curious about, in order to make motion look as realistic as possible, and given ultra high native framerates from older games with simpler engines / graphics, would be to do accumulation-type motion blur (blending 300 fps into 60 or 120 fps), then BFI those frames. So you present a framera...
by fuzun
22 Jan 2018, 23:35
Forum: Software Developers / Low-Lag Code / Game Programming
Topic: Another software strobing implementation on a 3D engine
Replies: 28
Views: 32305

Re: Another software strobing implementation on a 3D engine

As a HL speedrunner it does work very well! We can't use Xash for runs but it's still a very neat experience. It's a shame that the FPS cap in Xash is rubbish (can't hold a steady fps) because with this and G-Sync you could set it to any value and get a strobed experience. I found it also neat that...
by fuzun
22 Jan 2018, 23:31
Forum: Software Developers / Low-Lag Code / Game Programming
Topic: Another software strobing implementation on a 3D engine
Replies: 28
Views: 32305

Re: Another software strobing implementation on a 3D engine

Strobing is used on Oculus and HTC Vive (as well as Samsung GearVR which forces Android phones into a 60Hz flickermode) since motion blur creates lots of headaches in virtual reality! Can software based strobing be used on PWM monitors? Samsung OLED panels for phones are pulse width modulated. And ...
by fuzun
22 Jan 2018, 22:44
Forum: Software Developers / Low-Lag Code / Game Programming
Topic: Another software strobing implementation on a 3D engine
Replies: 28
Views: 32305

Re: Another software strobing implementation on a 3D engine

Hello again, I have been working on this and now it works ordered to fix burn in problem. (thanks for the advice Chief !) It is now running on 4 different situations: Positive Normal Positive Black Negative Normal Negative Black Virtual frame sequence will always start (+) and continues like this: +...
by fuzun
20 Jan 2018, 23:03
Forum: Software Developers / Low-Lag Code / Game Programming
Topic: Another software strobing implementation on a 3D engine
Replies: 28
Views: 32305

Re: Another software strobing implementation on a 3D engine

Fantastic stuff! You created this? Your username on git is the same! This is the stuff that BlurBusters loves to read about! I'll likely blog about this very soon. This is similar to the software based blackframe insertion I already have at http://www.testufo.com/blackframes I have always known tha...
by fuzun
20 Jan 2018, 21:55
Forum: Software Developers / Low-Lag Code / Game Programming
Topic: Another software strobing implementation on a 3D engine
Replies: 28
Views: 32305

Another software strobing implementation on a 3D engine

Hello, If you do not know, there is a game engine called Xash3d and it is compatible with GoldSource. This means it can load the legacy Half-Life from 1998! I have always been bothered with motion blur in fast paced games like Half-Life. Since Gold Source is closed source and there is no way to impl...