-
-
Notifications
You must be signed in to change notification settings - Fork 35.4k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
AfterImage Example running at different FPS (delta Time) #29351
Comments
This is not the only example that animates objects in the animation loop without the usage of three.js/examples/webgl_postprocessing_afterimage.html Lines 93 to 94 in 8ebbaba
with:
you almost get the same result but FPS independent. For simplicity reasons, I don't think it's required to update all example in that regard. |
yeah, for the mesh transform I get it. Thanks.
But it doesn't work properly |
Um, I don't think there is an easy way to fix this since any FX technique with a temporal component can produces different results depending on the frame rate. You can easily see that at reconstruction techniques with temporal component like FSR2 or DLSS. These produce different (better) results at a higher frame rate. Since there is no option to guarantee a 100% consistency across all possible frame rates, I tend to see this issue as a |
I solved it by capping to a fps the effect. |
Description
Hello, I think the AfterImage example should work for different fps.
I started a discussion here: https://discourse.threejs.org/t/afterimage-example-damp-fps/70404
But at the end of the day I think it's something Three js should handle.
Solution
Use the delta time for the 'damp' value of the AfterImage shader pass.
Alternatives
Leaving it as it is, but the visual results would be different at differents fps : \
Additional context
No response
The text was updated successfully, but these errors were encountered: