- Jun 27, 2005
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Are there any games or graphics demos which have an example of real motion blur? By this, I mean the amount of blur is not just a smearing of frames together for aesthetics, but actually calculating the amount of blur based on the current frame rate as a real camera with a shutter operates. So if you are rendering at 30 frames per second, each frame would be blurred based on 1/30th of a second of movement. That way lower frame rate would produce more motion blur to compensate to keep the apparent motion smooth.