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Article #1771Re: Jerky animation (Was: The Correct Way to Control Game Speed)
From: Michael A. Kelly
Date: Sun, 20 Dec 1992 21:49
Date: Sun, 20 Dec 1992 21:49
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In article <1992Dec19.230550.21915@midway.uchicago.edu> greg@dent.uchicago.edu (Greg Kuperberg) writes: >Moreover, avoiding the strobe effect >by increasing the frame rate can be added to the brute-force hall of >fame alongside anti-aliasing by means of higher resolution and >memory management by means of large computer memory. > >However, very few if any personal game or computer platforms have the >CPU time available to compute complex motion blur. Right. If they did, they could just increase the frame rate. So how can I reduce or eliminate the effect, without increasing the frame rate, on a non-interlaced monitor? Mike. -- _____________________________________________________________________________ Michael A. Kelly Senior Partner mkelly@cs.uoregon.edu High Risk Ventures _____________________________________________________________________________
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Path: arc1-ca.pugleaf.net!sparky!uunet!dtix!darwin.sura.net!spool.mu.edu!uwm.edu!ogicse!cs.uoregon.edu!mystix.cs.uoregon.edu!mkelly From: mkelly@mystix.cs.uoregon.edu (Michael A. Kelly) Newsgroups: rec.games.programmer Subject: Re: Jerky animation (Was: The Correct Way to Control Game Speed) Message-ID: <1992Dec20.214910.24668@cs.uoregon.edu> Date: 20 Dec 92 21:49:10 GMT References: <1992Dec19.190258.15117@midway.uchicago.edu> <1992Dec19.221442.3741@news2.cis.umn.edu> <1992Dec19.230550.21915@midway.uchicago.edu> Sender: news@cs.uoregon.edu (Netnews Owner) Organization: University of Oregon Computer and Information Sciences Dept. Lines: 20