Opened 21 years ago

Closed 20 years ago

Last modified 5 years ago

#7251 closed feature request (wontfix)

temporal interpolation for animation

Reported by: SF/arekkusu Owned by: SF/ender
Priority: low Component: Graphics: Scalers
Version: Keywords:
Cc: Game:

Description

Here's a suggestion for improving the visuals. This goes beyond the original games, like the 2xsai/Eagle modes, except this is temporal instead of spatial:

If a game's screen updates are fixed at e.g. 15 fps, display them in the VM at 30fps, inserting interpolated frames. The simplest method is to just alpha blend the current frame at 50% opacity over the previous frame.

This will result in some blur for scrolling scenes, but it may provide improved visuals for all the cel animation where frame sequences have small differences.

Note: I don't know if this is feasible for all SCUMM games since I only own two. Is the frame rate constant?

Ticket imported from: #650427. Ticket imported from: feature-requests/67.

Change History (7)

comment:1 by SF/ender, 21 years ago

It's an intresting concept, but the code would be quite tricky.

Animation speeds are constant per animation sequence, although variable between costumes/actors.

comment:2 by SF/ender, 21 years ago

Priority: normallow

comment:3 by fingolfin, 21 years ago

Personally I'd close this request. It might sound interesting, but it seems somewhat pointless, too. Besides the fact that this would clog up lots of CPU time, the hand drawn 2d pixel art is not exactly well suited for frame interpolation. I doubt that puting the major resources reuired to retro fit this into the engine (which I judge as very complicated) into this would pay off in terms of improvement game experience - in fact I have my doubts it'll be an improvement at all.

comment:4 by SF/arekkusu, 21 years ago

If the viewport is being blitted to screen via e.g. opengl (for fullscreen apsect stretching, smoothing, etc) then this is extremely simple to implement and takes near zero extra CPU.

If you currently blit the final viewport at 15fps (regardless of how subportions were updated by the engine) just double that to 30fps, and draw each entire frame at 50% alpha.

comment:5 by SF/ender, 20 years ago

I'm just going to close this... if it happens in the future, yay. But it's certainly not a feature enhancement we will take unto ourselves.

comment:6 by SF/ender, 20 years ago

Owner: set to SF/ender
Resolution: wontfix
Status: newclosed

comment:7 by digitall, 5 years ago

Component: Graphics: Scalers
Note: See TracTickets for help on using tickets.