Episode Two to have Motion Blur ?

DigiQ8

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If you saw the Portal trailer ( if you havent shame on you ) you can see the motion blur.
Since portal have motion blur i bet Episode Two will have it too, if not than :rolling:
 
It also has Depth of Field on the gun from what I could see.
 
Both are post-processing effects, per Valve, so we can't be sure that they are actually in with playable framerates. Both of those effects are known to be in Valve's version of Source now, but like the DOD trailers, not necessarily usable with playable framerates. So, as of now, the evidence is inconclusive.
 
It all depends on gameplay, I think. Valve will ultimately decide whether motion blur is something that would enhance the Episode 2 experience or hinder it in the long run. I for one can see both pros and cons with motion blur or depth of field...
 
-smash- , i was commenting about DOF and MB. The post about the shadow thing was posted as i was writing my first post. :)
 
Nothing 'special' about motionblur really imo.. Although I admit I haven't seen a game do it on the PC, on the XB360 there are several, Perfect Dark Zero, Fight Night Round 3, Project Gotham Racing 3, Dead Rising amongst several others... Although I guess it's harder for Valve to get MotionBlur running good in realtime with the amount of computers they have to optimize it for.
 
I wouldnt like to have a shadow in EP2. Because that means that VALVe would need to make a model, and even your own shadow can take away the inmersion. Every time i was playing Prey, when i saw "my" shadow, a big chunk of the atmosphere and involvement with the story was lost. It wasnt me, it was Tommy who was adventuring. And that's what would also happen in EP2: not beeign part of that story, as its protagonist....
 
Gordon most likely will still not have a shadow in EP2 for that reason. But the character in portal sort of needs to have a shadow. Because you actually see yourself go through portals occasionally, and seeing someone running around, which is actually you, without a shadow being cast on the ground would be pretty bad on terms of realism.
 
I wouldnt like to have a shadow in EP2. Because that means that VALVe would need to make a model, and even your own shadow can take away the inmersion. Every time i was playing Prey, when i saw "my" shadow, a big chunk of the atmosphere and involvement with the story was lost. It wasnt me, it was Tommy who was adventuring. And that's what would also happen in EP2: not beeign part of that story, as its protagonist....

maybe you should change your avatar before you figure out that gordon is a dude with glasses and a goatee
 
I wouldnt like to have a shadow in EP2. Because that means that VALVe would need to make a model, and even your own shadow can take away the inmersion. Every time i was playing Prey, when i saw "my" shadow, a big chunk of the atmosphere and involvement with the story was lost. It wasnt me, it was Tommy who was adventuring. And that's what would also happen in EP2: not beeign part of that story, as its protagonist....

So you're saying you lost all connection to the story before it was even told in the opening sequence where you can see tommy's reflection? :rolleyes:

Seeing a shadow takes away your "immersion" because it's not you, but being called "Gordon" instead of your real name doesn't? (assuming your real name isn't Gordon). I don't believe it's fair to bash a game because of how it chooses to tell a story.
 
The shadow would be of a guy in an HEV suit. Pretty much everyone would have a very similar shadow in a suit like that, especially if he's wearing a helmet. Complaining about seeing a shadow would be like complaining about seeing his hands in gloves.
 
Both are post-processing effects, per Valve, so we can't be sure that they are actually in with playable framerates. Both of those effects are known to be in Valve's version of Source now, but like the DOD trailers, not necessarily usable with playable framerates. So, as of now, the evidence is inconclusive.

Considering Crysis can do all of those effects on current gen hardware with a nextgen engine, I am pretty sure Valve has those effects working atplayable frame rates.
 
If you saw the Portal trailer ( if you havent shame on you ) you can see the motion blur.
Since portal have motion blur i bet Episode Two will have it too, if not than :rolling:
That's not necessary. There is already motion blur in our eyes. That's not necessary to make another one, since when we see something moving fast in the monitor, it blurred.

It also has Depth of Field on the gun from what I could see.
so I cannot closely look at my gun :(
 
That's not necessary. There is already motion blur in our eyes. That's not necessary to make another one, since when we see something moving fast in the monitor, it blurred.

Umm... no. Well, theoretically you would see motion blur on a monitor with an extremely fast refresh rate playing video with a similarly high framerate, but as things are right now, no.

If there's something moving fast on a monitor, then at some frame N, it's here:
Code:
o
and in frame N+1 it's over here
Code:
          o

In real life, the object traveled from point A to point B and was everywhere in between, so you'd see all that blurred together, and it would look like this:
Code:
o=========o

On a computer, the object didn't actually move from the one place to the other, it just appear at point A one frame and was at point B the next. If your eye blurs the "motion," it would look like this:
Code:
o       o
which is different from what you see in real life.
 
Portal is the first game you actually have a model in singleplayer.
 
O, I understand. Continuous and non-continuous. The difference between reality and monitor is based on the real motion and frames motion.
 
Portal currently does not have motion blur, I think. Apparently it was a post-processing effect added to the video only. Right now it is too performance intensive. However, things do change...
 
Portal currently does not have motion blur, I think. Apparently it was a post-processing effect added to the video only. Right now it is too performance intensive. However, things do change...
Noooo. Portal is developed with Ep:2. It is not possible that they don't implement new tech of Ep:2 on it.
 
Sources? I got mine from Lunchtimemama at the Steam forums, but I'm seriously too lazy to link.

Episode One currently has motion blur I believe, but is not as advanced as seen in Portal.

I've also heard people saying that Valve added post-processing effects (or whatever) such as DoF to make the trailers looks better.

EDIT: I found it anyway.

Doug Lombardi Newsletter said:
All the footage shown in these trailers was created using Source. Some of the effects, namely depth of field and motion blur, were applied via post-processing features built into the Source engine technology
 
Episode One does not have motion blur! There were only some rumours it has mb right before the release and it was removed then.

I'd really like to see motion blur added very soon to Source games for every casual gamer. Who knows if these effects will be in EP2, Portal and TF2? Valve uses this effects in trailers since Day of Defeat: Source "Prelude to Victory" trailer but hasn't release these effects to gamers yet.
 
Sources? I got mine from Lunchtimemama at the Steam forums, but I'm seriously too lazy to link.

Episode One currently has motion blur I believe, but is not as advanced as seen in Portal.

I've also heard people saying that Valve added post-processing effects (or whatever) such as DoF to make the trailers looks better.

EDIT: I found it anyway.

I have reason to beleive that motion blur and DoF will be definately be used in the console versions of TF2, Portal, EP2 etc... My reasons for this are that both the PS3 and Xbox360 have been shown to perfectly capable of realtime DoF and motion blur at acceptable framerates. One of the reasons for this is Valve would be able to optimize the way the Source engine goes about performing both realtime post processing effects to a hardware standard on both systems and not have to deal with all the different setups that are possible on the PC.

I can't be too sure about the PC side of things however. They could have the effects an optional choice for the people with really good hardware setups such as SLI or Crossfire configurations, but a chance of all this depends on whether or not they have even gotten the effect to run that well for those types of setups. Let alone ones with less power.

We'll just have to wait for further confirmation on Valve's part I suppose.
 
I think you can see your own shadow in Portal to help with orientation. Your shadow can be a solid grip to help you realise where you are and when and where you are going to land.
 
you can't cast a shadow with the flashlight...kinda retarded
 
Lol, true.

Well, the shadows look better at least. (Self-shadowing woot!)
 
Check out the light on the spy in the TF2 trailer. Is it me, or does that look like the flashlight? Check out how it casts a shadow.
 
Portal currently does not have motion blur, I think. Apparently it was a post-processing effect added to the video only. Right now it is too performance intensive. However, things do change...
Well, since Episode Two release date and the new GPUs from Nvidia and ATI are Novemberish, we may see those effects in-game
 
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