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Article #1771

Re: Jerky animation (Was: The Correct Way to Control Game Speed)

#1771
From: Michael A. Kelly
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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Message-ID: <1992Dec20.214910.24668@cs.uoregon.edu>
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References: <1992Dec19.190258.15117@midway.uchicago.edu> <1992Dec19.221442.3741@news2.cis.umn.edu> <1992Dec19.230550.21915@midway.uchicago.edu>

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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>
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