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How to remove blur when moving 2D objects
Hello,
We are currently making a 2D game in Unity 5. However, whenever we move our character, a weird ghosting/blurring effect follows the character. In our research we've found that it's most likely because of our monitor's refresh rate.
Similar issue here:
http://forum.unity3d.com/threads/fast-moving-objects-in-2d-horrbile-ghosting-blurring.281263/
We were wondering if there is any way to fix this, removing the blur. We've noticed that professionally made games in Unity like Broforce don't have this issue at all, and we want to replicate their smooth, blur-less movement.
Please #Unity Staff we need help to solve this issue. I'm also doing a 2D game and when i move my sprites i have the same problem, a ghost like blur is cast from the sprite.
HELP US!!
If you read the linked thread in the question, the consensus is that this is a hardware issue. You need a new monitor with a faster pixel refresh rate.
If your monitor has a slow response time there's nothing you can do about that besides getting a new / better monitor. As long as you don't have a blur effect on your camera (which is a pro feature) each frame Unity renders is as clear as possible. The whole framebuffer is cleared completely each frame. So there's nothing left from the previous frame.
If your hardware is too slow there's nothing you can do about that in software. Like you can't make a monochrome printer to print color images.
If and how much monitor blur is visible depends on the contrast between the background and the object that moves.
This is not just a monitor problem, I have an HDTV monitor with very high refresh rate set, yet I am experiencing the same problem. I am setting up a simple 2D game where the left and right arrow keys are used to move a sprite. This sprite along with other sprites within the scene that are moving on their own become blurry while in motion. Have read many comments with respect to changing frame rate, one even started to speak about human physiology with respect to our eye sight capabilities. Obviously, he wanted to sound smarter then he actually is because he offered no viable code explanation as to why this is happening.
Would be nice to see a UNITY developer actually answer this problem, seeings how so many users of UNITY are experiencing it.
And before any of you sarcastic tech dudes chime in with non relevant feedback, and start asking "What Platform?" "What this" "What that".
It's a simple 2D game being developed on a PC running Windows 10 using the following code for movement: transform.position += Vector3.left x Speed x Time.deltatime; // for left of course :) transform.position += Vector3.right x Speed x Time.deltatime; // Guess which direction :)
Speed is a public float variable exposed within the inspector for tuning purposes. Yes, I have tried different speed values. No Change is outcome. Yes, I have tried Application.FrameRate. Does not do anything no matter what value i set it to, my frame rate still remains the same. Approximately 35fps.
x=* for some reason Asterisk symbol does not show up when used in post
Pretty sure a Unity developer would give the same answer. But do you understand what @Bunny83 means by "slow response time"? It has nothing to do with the frame rate. In any case, a video of the problem would be useful.
Take a soft like Fraps, record the game at maximum speed (= 60Hz) with no compression, 1-2 seconds of video should be enough. Replay the video frame by frame and check if there is a blur or not. Replay the video at 60Hz in loop, check if there is a blur or not. Please post results.
Answer by TobyKaos · May 03, 2016 at 03:02 PM
Did you manage to solve it?
When I play Zombie Tsunami on my Ipad Air 2 no blur at all. When I start my game (60 FPS: only 25% of cpu usage and 300 Mo memory) then ghosting.
Maybe too much sprites load in GPU? Even if all memory is not used
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