My mom is a biologist and complains how physicists always come into biology, try to reinvent everything without looking at any prior work, and then fail to execute their (sometimes interesting, sometimes not) method
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My mom is a biologist and complains how physicists always come into biology, try to reinvent everything without looking at any prior work, and then fail to execute their (sometimes interesting, sometimes not) method
Every source I’ve seen has shown rust and c++ to be very similar in terms of performance.
You still see doubled images instead of a smooth blur in your peripheral vision I think when you’re focused on the car for example in a racing game.
I mean just from persistence of vision you’ll see multiple copies of a moving object if your eyes aren’t moving. I have realized tho that in the main racing game I use motion blur in (beamng) I’m not actually reaching above 80fps very often.
here, I copied someone’s shader to make a quick comparison:
with blur: https://www.shadertoy.com/view/wcjSzV
without blur: https://www.shadertoy.com/view/wf2XRV
Even at 144hz, one looks smooth while the other has sharp edges along the path.
Keep in mind that this technically only works if your eye doesn’t follow any of the circles, as that would require a different motion blur computation. That’s obviously not something that can be accounted for on a flatscreen, maybe in VR at some point though if we ever get to that level of sophistication. VR motion blur without taking eye movement into account is obviously terrible and makes everyone sick.
Someone else made a comparison for that, where you’re supposed to follow the red dot with your eye. (keep in mind that this demo uses motion blur lengths longer than a frame, which you would not have if aiming for a human eye-like realistic look)
https://www.shadertoy.com/view/7tdyW8