In the Forums...
Posted: September 21, 2000
Written by: Tuan "Solace" Nguyen
Other notable features include depth-of-field blur, which is often used in films to focus attention on something. When youíre looking at something close up to you, everything further away seems blurry and when youíre looking at something far away, whateverís close to you is blurry. This is depth-of-field blur. However, I donít seem to find much use for it in FPS games. Letís say you have something close to you and something far away, how does the game engine know what you intend on looking at to focus on and blur out everything else? This has to be controlled manually and I think the constant shifting between blur-in and blur-out can cause headaches. Thatís just what I think though.
Motion blur occurs when something moves, you donít see it clearly until it slows down. The faster the object moves, the blurrier it becomes. Or, the faster you move, the blurrier your close surroundings become. Soft shadows allow the edges of shadows to appear more soft and gradient like real life shadows. Soft reflections, well, thatís now self-explainable. It allows reflections to appear blurry.
These are all very promising effects and are often found in films. Letís hope these cool effects migrate into other cards from other manufacturers.
Letís cut the chase and go straight to the benchmarks shall we?
3dfx Voodoo5 5500 with 1.01.00 drivers.
Intel Celeron 2 600MHz @ 900MHz
Abit BE6-II, latest BIOS
192MB NEC Cas2 133MHz @ 100MHz
13GB Ultra33/5400 Maxtor HD
Diamond Monster Sound MX300
MadOnion 3DMark 2000
16-bit: 800x600, 1024x768
32-bit: 800x600, 1024x768
Quake 3 Arena with latest Point Release
Modes: Fastest, Normal, High Quality, Maximum.