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Yet More PC GFX Explained! Motion Blur, HDR, PhysX, and More – Reality Check



Cam takes on the final chapter of his quest to solve the mysteries of PC graphics terms. Find out about Post Processing, Motion Blur, HDR and Physx on this week’s Reality Check.

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42 Comments

  1. Haha bro! thats awesome, i was like hmmm, i dont normally take Motion Blur, because i dont like the idea of anything getting blurred, and im setting up for a intense gamming session with!!!! METRO LAST LIGHT REDUX! haha and thats part of this video! awesome man! i do not follow subscribe or comment on anything like ever really, but thumbs up, way to be for this video

  2. motion blur should not be a post processing thing
    motion blur should be done by rendering like 15 frames for just 1 frame, maybe on just important objects like those you'll pay attention to, and compiling those frames
    motion blur in video games that you see just, at the least complex level, apply a linear blur if you move your camera fast, and, at the most complex level, use a smudge blur on objects that the camera sees has moved, like pixel motion data of sorts

  3. No offense, but you seemed like you were at least as new to these terms as your target audience. I understand the minutia aren't always relevant to simply changing settings.

    – HBAO, for instance, is not simply using more sample points. It's a different algorithm altogether.

    – HDR and Bloom are two separate effects. HDR renders the scene at a much higher range of brighnesses, and shows only a select range of these brightnesses. This reduces banding and allows for iris adaptation, allowing you to have the super-bright sun be processed at a higher value than, say, a torch. In non-HDR games, you often end up with torches and the sun showing up at the same brightness. With HDR, when part of an image is brighter than "full white", it selectively blurs it. This mimics not the eye so much, but a camera lens. Though this happens in the eye, or any lens, as well. It results from light bouncing around inside the lens, or across impurities. Similar effects, then, are lens flare and lens dirt.

    – Depending on the game, Depth of Field can have a devastating effect on performance. Basically, it runs through a filter that blurs pixels depending on their depth-buffer information.

    Speaking of which, you should do a video about Deferred Rendering.

    With deferred rendering, you don't render the scene as you draw it. Instead, you wait (or DEFER) the final rendering processes until AFTER the physical scene is rendered. Basically, you grab separate data for depth (distance from camera), normals (angle of surface in relation to camera), and the depth and location of lights. You can also grab much more data, including transparency and reflection channels. Afterwards, you can get creative with how you combine them. For instance, if you draw black lines wherever there is an abrupt change in depth, you get cartoon style outlines like in Borderlands.

    This method is incredibly useful for giving the whole scene a more cohesive look, since the image is produced not as a series of separate objects, but as a single cohesive scene. It is a staple in every modern game. This is where all your advanced post-processing happens, like SSAO methods, shader-based AA methods like FXAA/SMAA/TXAA, screen-space reflections, and even upcoming lighting methods like voxel lighting.

  4. I can understand hair physx must be difficult, but if you think straight hair is a pain, how about frizz hair physx, that shit is like taffy and sometimes hair at the same time.

  5. Graphics cards are a huge scam, we are living in a age where there are billions of transistors in computer hardware which make them more powerful, but graphics cards seem to only have a lifespan of a year or so, buy a GTX980Ti and I guarantee there will be a game you cannot run it at 60/120fps with all the settings maxed. Graphics cards of today perform at JUST UNDER optimal levels, noticable lag or frame rate drops, when nVidia or AMD were going on about this card being the best they've ever made and that it can produce ultra realistic graphics etc etc, but it's all a lie. There will be something you can throw at it that it won't run optimally, either due to physx or some bullshit engine that one company developed, that runs better on certain GFX cards and butchers the frame rate on other GFX cards. You spend a lot of money on a gaming PC and find you can't run a couple of games at ultra maxed out settings, how would you feel? It's all a scam

  6. The good news is TressFX 2.0 in Rise of the Tomb Raider is the motherfucking slickest hair physics effect ever up until now. Way better than Nvidia's own hair tech.

  7. My own definition of those things
    Motion Blur: gives blur when you move
    HDR: suddenly it gives more vivid color and appears brighter
    PhysX: i don't know what this is but i guess i need it, i mean it sounds badass
    TressFX: Damn lag!

  8. Nice video, but it smells Nvidia!
    Pyh-zehx!! is not the only engine which can "actually" calculate pre-defined laws of virtual physics, and the alternatives are, obviously, not all about pre applied animations.

  9. I just built my first gaming pc and I played on pc before (prebuilt) but i also play console for sports games and sometimes exclusives and i enjoy both. Why is there a war of pc vs console

  10. I noticed a lot of games that use tressfx make the hair look extremely goofy in motion. It kind of flops around on their head in a very unnatural and unrealistic way. Also, the amount that the hair moves around in wind or motion is often extremely exaggerated looking.
    Tressfx definitely gives the hair a more realistic sheen and physical appearance, but doesn't do motion very well.

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