I have doubts that the quest for a more "realistic" motion vision are going to work out, and anyway we should aim for parity first. The "diffing" shader is cool in theory, but since it's fps based it gets too heavy at low fps, and barely noticeable (yet headache inducing) at high fps.
To Reproduce
Activate motion vision and move the mouse around. Observe moving players.
Expected behavior
When activating motion vision the picture color and brightness should match OG NT.
When moving the mouse around there should be no smearing.
Players should have a white texture, but not fullbright! The same goes for any guns/attachments.
Actual behavior
The screen is too bright.
Smearing occurs when moving the mouse around.
Players are white silhouettes.
Guns/attachments are not white like the player they're attached to.
Build Info
20240629_321f139
Description
I have doubts that the quest for a more "realistic" motion vision are going to work out, and anyway we should aim for parity first. The "diffing" shader is cool in theory, but since it's fps based it gets too heavy at low fps, and barely noticeable (yet headache inducing) at high fps.
To Reproduce
Activate motion vision and move the mouse around. Observe moving players.
Expected behavior
When activating motion vision the picture color and brightness should match OG NT. When moving the mouse around there should be no smearing. Players should have a white texture, but not fullbright! The same goes for any guns/attachments.
Actual behavior
The screen is too bright. Smearing occurs when moving the mouse around. Players are white silhouettes. Guns/attachments are not white like the player they're attached to.
Operating System
Version/Distro
Windors 10
Machine's CPU
No response
Machine's GPU
No response
GPU's driver
No response
Build's compiler
No response
Additional context and Screenshots
No response