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Question by kumarc123 · Sep 27, 2013 at 10:36 AM · flickeringblurry

How to reduce the blurring of moving objects?

Hello everyone,

I am making on running game in unity. When I am moving the platform on which the player is running it is looking like blurring. I dont' have problem with my eyes. Every time it moves it blurs and clears within a short span of time like a second. I applied Unity's anti-aliasing script and it didn't work for me with all algorithms it is using.

I did a search of the problem and I get how to make moving objects blur. But I'm searching for reducing blurring. I didn't get any answer even in this forum published almost one month before. I didn't get any answer.

If anyone is good in Unity please let me know the answer.

I think Unity has to long way to improve its way in performance. Because whatever games I have seen in Unity for mobiles, there is something missing in terms of quality and performance

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avatar image CHPedersen · Sep 27, 2013 at 10:43 AM 0
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Since animation, at its most basic, is just a series of sharp still images, there is no blurring. Unless you add some yourself, as explained in those search results you mention, there is no blurring. If you're seeing some anyway, the error is elsewhere in your system. Rendering consecutive frames simply does not produce blurring by default.

Unity's core engine is plenty fast on its own, but not fast enough to account for the carelessness of its users. If you're experiencing a lot of slow games built in Unity, it's typically because Unity has made game development so easy that it has become accessible to people with less experience, so they make games without the same eyes to optimization you find in AAA industry games. That individual developers fail to optimize their code is not Unity's fault.

avatar image VIPINSIRWANI · Sep 27, 2013 at 01:11 PM 1
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Hello $$anonymous$$umar i am agree with you, same problem i am facing, i am not using any bulk code my code is simply with Time.deltatime simply i am moving camera on my model then some zig-zag and blurry effects are co$$anonymous$$g i don't know how to reduce these effect.

ANYONE $$anonymous$$NOW????

avatar image kumarc123 · Sep 27, 2013 at 01:26 PM 1
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I'm not a careless guy. I've been using clean code. I'm just moving the model/gameobject in y direction. I'm using time.deltatime for moving speeds. I tried to change the moving speed, camera's field of width, and every alternative I think in a better way.

But still I'm facing the same issue. Don't be over-confident enough about your engine. I'm a game developer since 4 years. I have tried the same technique in UD$$anonymous$$ and its working fine.

I have developed over 31 games in my life.

avatar image Owen-Reynolds · Sep 27, 2013 at 04:31 PM 0
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Anti-aliasing adds a slight blur (around the edges of models, to solve "jagged pixel border" look.)

You mention your eyes. Have someone else look at it, and move other things (like drop a bouncy ball on a tilted surface.) Often you can narrow it down to "choppy" or "only on camera following player" or "texture-X at any speed is blurry" ... .

CHP was a bit brusque, but you did end your Q by needlessly disparaging unity, so maybe even? Anyway, CHP's comments about blur and your reading agree: sloppy game engines can produce a lot of wrong things, but blurring isn't one of them.

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Answer by meat5000 · Sep 27, 2013 at 12:49 PM

Slow response time of flat-screen monitors is a culprit. As for quality and performance, check out Major Mayhem and Dead Trigger. 2 top quality games made in Unity.

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avatar image kumarc123 · Sep 27, 2013 at 01:16 PM 0
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I'm using iPad. Do you think iPad has slow responsive time

avatar image meat5000 ♦ · Sep 27, 2013 at 01:35 PM 0
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Yes

Although not everyone has this experience with them. I think it's the difference between paying megabucks and getting one cheap.

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