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- 13.09.2006
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Na nedavnom SIGGRAPH-u programer LucasArts-a Dimitri Andrejev je demonstirao zanimljiv tech demo. U video demosntraciji je prikazao kako se od 30 fps moze dobiti 60 frejmova u sekundi bez vidljivijeg uticaja na sam izgled igre, osim uklanjanja motion blur-a.
Samu ideju je dobio od 120Hz televizora koji koriste tehniku dupliranja frejmova. U odnosu na tehniku gde se za 30 fps koristi motion blur ova tehnika manje zahtena za sistemske resurse.
Video demonstraciju mozete skinuti ovde
Ceo clanak
Samu ideju je dobio od 120Hz televizora koji koriste tehniku dupliranja frejmova. U odnosu na tehniku gde se za 30 fps koristi motion blur ova tehnika manje zahtena za sistemske resurse.
Video demonstraciju mozete skinuti ovde
Ceo clanak
Andreev and his colleagues have devised a system that gives an uncanny illusion of true 60FPS, and uses less system resources than its existing motion blur code. Swap out the blur for the frame-rate upscaler and you effectively have all the visual advantages of 60FPS for "free", as there's very little need to run full-on multi-sample motion blur if your game is already running at 60FP
One solution for making a solid 30FPS title smoother is to use motion blur, and there have been some pretty decent implementations that make the image seem much more realistic and more fluid. Motion blur requires the generation of a so-called velocity buffer, which defines the movement. However, rather than using it for creation of the motion blur, the buffer is repurposed to produce an interpolated, intermediate image that is drawn at the mid-point between two frames.
You'd think that this technique would cause lag, but as the interpolated image is being generated using elements from the next "real" frame, it actually reduces latency. Andreev's technique is single-frame based rather than dual-frame. The latter approach would require buffering two images so has a big memory and latency overhead, while the technique Andreev used effectively interpolates on the fly using past and future rendering elements.
However, the available demo looks pretty astonishing for a proof of concept, and according to Andreev, the bump from 30FPS to an interpolated 60FPS is indeed "free" in that the removed motion blur code is more "expensive", taking up more system resources, than his frame-rate upscaler.
According to his figures, The Force Unleashed II's motion blur eats up 2.2ms of resources on Xbox 360 (give or take 0.4ms), while the five-SPU-powered PS3 version is much faster at 1.4ms (give or take 0.5ms). Compare this with the frame-rate upscaler, which runs at 1.5ms on 360, and 1.4ms on PS3 (again parallelised over five SPUs).
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