Island

Miscellaneous Forums/Blitz Showcase/Island

It's a full-screen blur based on camera velocity and omega, like Crysis uses. Those per-object blurs are more advanced, but do not work well in a real game. For example, uploading the last rendered matrix would cut the maximum batch size in half, double the matrix bandwidth, and cut the maximum number of bones in half.

In version 2.2 we can probably do something like that, because OpenGL3 hardware will be a requirement.