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Thread: Active Object Ghosting / Blurring

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    Question Active Object Ghosting / Blurring

    I have this horrible ghosting/blurring issue going on when I move an active object.
    When the object is in motion, there's this horrible distortion.
    I've tried all the different direct x renders, software rendering, Vsync on/off, changed the frame and window resolution to a standard resolution etc.
    I've even changed the refresh rate on my monitor.

    The position of the active is updates on a fast loop to always position to an invisible marker.
    Any more than 1 pixel at a time per loop cycle, I get the issue.
    I've tried it outwith the loop and same deal.
    1 pixel at a time fine, more than 1, the issue.
    I also dumped the fast loop and tried a traditional x=x+3.
    Still get the issue.

    When you record with shadow play, the blur is not as pronounced but there is a shake, with slight blurring.
    The blurring is more pronounced on the monitor.
    If I get rid of the shake, I will get rid of the blur on my monitor.

    Please see the 2 examples below.

    Any help would be appreciated as I can't seem to suss what's wrong.

    https://www.dropbox.com/s/xok4hpkrrg...wplay.mp4?dl=0 - Shadow play recording.

    https://www.dropbox.com/s/moweluec98...phone.mp4?dl=0 - Phone recording so you can see what I see.

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    Anyone experience this or have any idea why this is happening?

    @Yves any ideas?

    It seems to be related to scaling and / or refresh rate.
    On my main 2k res 144 hz monitor it's bad.

    On a TV refreshing at 60hz / 4k it's not as pronounced but it's there.

    I've tried forcing refresh rates to match the game, forcing lower resolution on the moitor etc with no joy.

    I can PM you a build if you like so you can see.....

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    I've had another play.
    It's odd.
    It's almost as if the black pixels are moving or expanding / bleeding some strange alpha blend.

    I've added screen level anti-aliasing which hides the effect somewhat but it is still there.
    Plus, given the resolution of my game, that is not an option as it just looks like it's being viewed by someone who has just taken their glasses off lol.

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    Anyone?

    If it's a limitation on how fusion scales from a low res, that's fine, I just need to know so I'm not spending time trying to fix something that is not fixable.

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    Can you upload an example so we can check?

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    Here's an example with left and right cursors to move the sprite.
    Even slowed to 1 pixel at a time the effect is bad.

    It's as per the videos but it's almost as if the black pixels are stretching and blending with the grey pixels.
    It's most evident in the helmet, buttons and tank on the sprites back.

    blur example.mfa

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    I don't know how to fix it, but I can confirm I'm seeing what you're seeing on my machine. I think it's especially noticeable with this graphic style, in particular the the black/grey dithering. Probably you wouldn't notice this effect happening with many other art styles, but the fact remains, it's as though the pixels are kind of lagging/stretching in between 2 places at the same time.

    If anyone else can't see it, it's especially noticeable if you change the frame rate from 60 to 120.

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    Yeah, I'm redesigning the sprite to mask it but it would be nice if there was a fix.
    Glad it's not just me!

    I do think it's a side effect if working at such a low resolution, combined with the chosen art style.

    Hopefully @Yves can comment and advise.

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    This is just monitor ghosting.

    The only way to fix it is to change your monitor overdrive settings, if it has it, or buy a better monitor with a much better response time. It will never be 100% fixable and its unlikely that framerate/refresh rate will help much or at all.

    Monitor response time is usually measured in how long it takes pixels to swap between black and white and different colors can take different lengths of time. Not sure if this is 100% true, but this always seems to imply that a monitor probably takes longer to go from black to white than from other colors (ie: white and black are furthest apart.) Since your sprite uses a lot of black and a lot of gray its possible that the colors are affecting the response time even further.

    @DaveC of course its more noticeable if you bump the speed of the game to 2x . . . you're literally moving the object twice as fast. If you applied delta the effect would be identical at all framerates.
    You should do as

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    It is a decent 144hz monitor with 1 m/s response time so as fast as I'm gonna get.

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