Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by sean · Feb 23, 2012 at 04:15 PM · renderframerateblurbuffervsync

rendering to buffer faster than screen refresh

Is there a stupid-quick way to get Unity to render to a buffer as fast as the GPU can render, even if the buffer only copies to the screen at the monitor's vsync rate? What I'm thinking of doing here is a motion-blur postprocess effect which accumulates over as many execution-"frames" as possible per display-frame. When I'm not vsyncing, I can easily run 150-500fps, which makes me think that I ought to be able to get a nice smooth multi-pass blur going every display-frame. The only question is whether I can get Unity to do that for me, or whether I need to redo my execution timing to manually increment-and-render n times per frame.

My first thought might be to turn vsync off and use 2 cameras, one of which renders with motion blur to a texture, the other of which somehow waits for vsync before GUI-rendering that texture on itself and clearing it. But I don't know offhand if there's a way to wait for vsync when vsync is disabled in quality settings...

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by sean · Feb 23, 2012 at 10:54 PM

Kinda-half-ish: Looks like this is Unity's native behavior when you turn off VSync. So just putting the stock blur shader on a camera and maybe a dynamic tuning script to keep the effective blur rate (actual blur rate * number of renders per display frame) steady when you tun off vblank will get most of the way there. If you don't mind tearing (which you may not, if you're bluring the heck out of everything anyway), this is quick and simple. Doing any sort of double-buffering with multiple passes per frame, however, may require more code.

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

5 People are following this question.

avatar image avatar image avatar image avatar image avatar image

Related Questions

Refreshrates and vsyncCount, what code should be applied? 0 Answers

particle systems' physics heavily depends on framerate?? 1 Answer

Blur the camera and overlay them (Add) 0 Answers

Timing of WaitForEndOfFrame relative to vertical blank onset? 3 Answers

Character Controller.isGrounded flickers true/false while stationary, but not while moving/jumping 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges