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Question by ham · Apr 14, 2014 at 08:51 AM · movementrenderersmoothsprite renderer

why blurry effect on moving sprites

maybe its too simple but i dont know why no one answers this simple question that wht sprites get blurry when move ,.. i checked that its not deponds on game frame rate , i checked it whith 30 and 100 frame rate but nothing changed and the blurry effect remains .... would please anyone solve this very very old unsolved problem thanks and more than thanks

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avatar image Simon-Larsen · Apr 14, 2014 at 02:01 PM 0
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Can you show an image of the 'blurry effect'?

avatar image ham · Apr 14, 2014 at 02:40 PM 0
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as i told its not just my problem its a long unsolved issue and this is a video link of one of community memembers

http://youtu.be/9bNFnWYYNQ4

avatar image Gruffy · Apr 14, 2014 at 03:46 PM 2
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Do you know much about Human Biology, namely our eyes and their restrictions, with respect to seeing beyond a frame rates of certain speed etc. Ins$$anonymous$$d of trying to attempt a clear and concise explanation as to why the images are blurry when the game runs is best left to this guy on this Site. This is a bit of a read, but it will really give you a fundamental on why that image is blurry when moving. (There are some tests alongside the explanation you can do to help add gravity to its textual meaning n all that) Take care bud, Hope that clears it up a little bit for you. Gruffy

avatar image ham · Apr 14, 2014 at 04:26 PM 0
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ok my friend , i read it and it was very good in theory but would you please tell me what can i do here with my problem ? with an engine called unity3d or 2d .....

avatar image Benproductions1 · Apr 14, 2014 at 10:27 PM 1
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@ham If you haven't noticed, in angry birds the camera follows along with the bird on screen, so the relative velocity is actually quite low. If you look at any objects that are moving quickly across the screen they still look blurry in angry birds.

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Answer by jonSG · Apr 16, 2014 at 12:58 AM

By blurry in the linked video are you talking about the coconuts (or whatever they are)?

If I pause the video and look at a single frame everything seems fairly clear to me.

The issue as I see it (pun intended) and as others have pointed out is that the eye has trouble following a single item in a fast moving cluster. The result is our brain tells us things are blurry.

What can you do about it? Well, if you have a similar set up, you could try spacing the nuts out to give the eye a better chance at distinguishing the individual nut.

You might try stuttering the nut motion so that the nut clusters only moved every 5th frame or something like that to give they eye a chance to "catch up".

You could also reduce the speed of the nuts and/or get rid of a parallax layer if you have as many as are in the video.

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avatar image ham · Apr 17, 2014 at 07:35 AM 0
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would you please tell me in code that how can i limit the movement for some frames , for now im using this code for my bullet movement ,

 transform.Translate(Vector3.right * 3.5 *Time.deltaTime);


and again thanks

avatar image Benproductions1 · Apr 17, 2014 at 07:47 AM 0
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Count every frame and add up their times, on the *n*th frame move by the sum of all the previous frames and reset the counter/sum variable.

avatar image ham · Apr 17, 2014 at 02:48 PM 0
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@Benproductions1 ok i agree i should know these myself and i shouldn't ask so much , but unfortunately i don't know how do these , counting the frames and then move sprites, or if you are too tired to reply would u give me an address for this code? im really near the finish line , and maybe my game publishing be sooner than ubisoft watchdogs :).... if you reply this , ofcourse

avatar image ham · Apr 18, 2014 at 06:20 PM 0
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i checked again one of my most favourite games plants vs zombies and i saw that.... oah my god , theres a huge blurry efect on this game... so thanks again to all

avatar image Benproductions1 · Apr 19, 2014 at 08:40 AM 1
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I'm not going to write any code, but I'll give a more in-depth description: Every frame, add one to a variable, ie. your frame counter. When that variable reaches a certain point (up to you), reset it back to zero. While doing that, also add up all the delta-times of each of the frames. This then gives you the amount of time since the last "step", which you can use to move your sprite in the same way you posted earlier.

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