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TAA Ghosting, OGV Blend ColorBuffer, Camera Frustum Resource Load


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Hello.
While making a baseball game that has a Unigine2.2 Start version, some of the problems have been discovered.
 
1. I am use Aniti aliasing to TAA. How to sloved character Animation and moving object ghosting effect?
 
2.  When Ogv Playing, The Ogv movie color blend with color buffer. how to not blend color buffer?
 
3. Can not unload the resources to operate out of an object out of the frustum?
Doing this will happen but rather a frame-drop phenomenon.
 
Please answer fast.

 

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lesilles,

 

1. I am use Aniti aliasing to TAA. How to sloved character Animation and moving object ghosting effect?

Currently, using TAA with ObjectMeshSkinned can result in unwanted ghosting effect. We are working on a solution to minimize skinned geometry ghosting with TAA (unfortunately, can't give you any ETA at this time). Also, ghosting will always occur if you have low framerate in the scene (< 60 fps).

 

2.  When Ogv Playing, The Ogv movie color blend with color buffer. how to not blend color buffer?

Any test scene with reproduction? We recommend to use WidgetSpriteVideo to play *.ogv videos. We also have couple of samples in SDK Browser -> Samples -> Widgets -> video_**.

 

 

3. Can not unload the resources to operate out of an object out of the frustum?

Doing this will happen but rather a frame-drop phenomenon.

Could you please be more specific? What you are trying to achieve? Maybe some small test sample with reproduction so our dev team can take a look into it?

Thanks!

How to submit a good bug report
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FTP server for test scenes and user uploads:

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