Stalker_23b wrote:Thank you for support!
Amplify motion is definitely one of the best effect for our game, but sadly it is also the slowest effect. On XBOX One, all this drawing of dynamic objects creates huge performance drop. By some reason, this drawings are slow, but blur posteffect itself is fast.
Thank you for using AM, we really appreciate it. Your project looks great, we cant wait to help promote it and play it.
Stalker_23b wrote:But i have managed to eliminate this by manually registering only the objects that really move (bikes and riders). All other dynamic, but not really moving, objects will by blurred just by camera movement.
This approach greatly improves the performance with almost no artefacts!
Sounds great, we recommend manually registering dynamic objects whenever possible in order to avoid unnecessary performance losses.
Stalker_23b wrote:P.S. I have tried various threading settings, but i can't spot real difference. What settings you can recommend for consoles?
The worker thread value only applies to Skinned meshes, Quality Level and Quality Steps are the two most performance critical values. The first defines the technique used, downscale values and specific device optimizations, the latter defines the number of samples used for the motion effect; we recommend a 1-3 range for optimal performance.
We would love to test your project on the actual console, lets continue this discussion via email.
Stalker_23b wrote:P.P.S How to make image fit to page?
There is an issue in our forum framework, hopefully when we finally get around to fix it all images will be automatically adjusted.
Thanks!