I think what I really want lies in the good usage of the Tween parameter of the Renderworld() function. Using different values to obtain the necessary frames to average, instead of using the ones which are being shown to the user.
I wonder if rendering n times the screen will slow down the whole application. Some examples of CubeMap do 7 renders per loop (6 for the sides of the cubes, + 1 to show the screen) and with a nice FPS, so I guess we'll be able to do something like 4 passes of tweening to average and get the motion blur - thus utilizing the Accumulation Method.
I wonder if rendering n times the screen will slow down the whole application. Some examples of CubeMap do 7 renders per loop (6 for the sides of the cubes, + 1 to show the screen) and with a nice FPS, so I guess we'll be able to do something like 4 passes of tweening to average and get the motion blur - thus utilizing the Accumulation Method.