3 ms·
Seems like a very simple expansion on this technique would be to keep a rolling framebuffer, and blend the last particle draw with the current one. This would r
by zeta0134 11y ago
Seems like a very simple expansion on this technique would be to keep a rolling framebuffer, and blend the last particle draw with the current one. This would remove the flickering, display the fake alpha properly for still screenshots, and work for variable framerate.
Assuming your GPU will let you hold onto a previous frame's draw result (of just the particles) and blend it relatively cheaply with the new one, it wouldn't cost very much to implement. One full framebuffer blend should be much, much cheaper than blending the individual dots.
- CyberDildonics 11y agoYou could do that for the whole frame though. The reason it isn't done is because it is essentially a blur and it makes the motion streaky. You might think this would be ok for particles, but the issue won't be particle motion as much as it will be camera motion.