Hey, there. So, motion blurring (using the BGE’s built-in motion blur 2D filter) doesn’t work on ATI cards; I too work on an ATI card, and this effect has been missed. So, I decided to implement motion blurring using the VideoTexture module. Here are my results. :evilgrin: As can be seen below, it works very well - this must be how they did motion blurring and other similar higher-end effects on systems like the PS1.
It works by using video texture buffer objects in an overlay scene which render the scene from a camera positioned in exactly the same position as the real camera, because rendering the real camera’s view would result in seeing the overlay scene. After this, the buffers sample the render and display it after a delay to acquire that offsetting effect of previous renderings. As you can see, the results are pretty good.
EDIT: I forgot; press M or N to enable / disable the blur. There’s a slight hiccup, but that’s because it’s adding and removing the motion blur effect overlay scene; in a real game application, you would add the scene at the beginning of the game, and then enable and disable the effect using a variable, making the motion blur buffers invisible and pause executing logic.
The blend is only for Blender 2.54, but if you use the 2.49 version, you can open the blend to at least see the script and setup. Also, you can port the script, and it should work fine.
EDIT: Updated. The original I did only worked for GLSL mode. I updated that one, as well as added a new one that works for Texture Face mode. I tested that, and the texture face blend also works in GLSL mode. However, note that the method they work is different, so if you use this, you should use the appropriate mode. The blurs are heavy, but you can delete the extra buffers if it’s too hard on your CPU. I also now scale the alpha of the buffers by the number of buffers present, so that you should always be able to see the original image through the buffers. If you use this technique in your commercial game, credit would be nice, but isn’t necessary.
You can download the blends from this URL: