Oh, now i c that "velocity.rg" makes even more sense because is just a 2D vector. But what still doesn't make sense is that it works on my machine and not on yours. 😅
Same thing here. length(velocity) just returns 0 and makes everything pixelated. I also only see it working correctly if the step is 0.001 here when using length(velocity.rgb). Some info: I'm using 4.3.beta2.mono I wonder if this is a Godot/mono thing or if is a driver thing? Last time I updated my graphics driver was almost 2 years ago. This kind of inconsistency is scary, would be nice if we could figure out the reason.
Wait, am I looking at a possible per-object motion blur implementation? That's huge.
The pixelating when things move makes me feel like I'm looking through the eyes of a robot pretty cool
You should blur the incoming velocity buffer so you get rid of those 1 px outlines it leaves! Great videos! keep it up!
yay finally some content about it!
thanks. Please make more videos on the compute shader and godot.
Will this make it into the release? Or is it planned for later?
It's for this version, most likely. It is almost finished.
idk why
but im my case to make it work needed to change the step(length(velocity))
to step(length(velocity.rgb))
That's weird
Oh, now i c that "velocity.rg" makes even more sense because is just a 2D vector. But what still doesn't make sense is that it works on my machine and not on yours. 😅
@@pixezy8962 oh yeah, strange lol
Same thing here. length(velocity) just returns 0 and makes everything pixelated.
I also only see it working correctly if the step is 0.001 here when using length(velocity.rgb).
Some info: I'm using 4.3.beta2.mono
I wonder if this is a Godot/mono thing or if is a driver thing?
Last time I updated my graphics driver was almost 2 years ago.
This kind of inconsistency is scary, would be nice if we could figure out the reason.