Context
Both are listed in the verified rendering gaps for horror (cinematic focus cues, impact/turn smearing) and were never consciously deferred — without a ticket they'd silently fall out of the catalog. The v2.7 post-processing framework makes them straightforward follow-ups, and motion vectors already exist engine-wide (DLSS FG pass).
Goal
Add depth of field (near/far blur with focus distance/range) and per-pixel motion blur (reusing the existing motion-vector target) as passes in the post-processing chain, both scriptable for cinematic moments.
Acceptance Criteria
Technical Notes
Run after tonemap-independent passes in the chain established by the framework issue; DoF needs depth (already bound for DLSS). Start with half-res CoC gather + upsample.
Dependencies
- rendering: post-processing framework (pass chain between scene and UI)
Context
Both are listed in the verified rendering gaps for horror (cinematic focus cues, impact/turn smearing) and were never consciously deferred — without a ticket they'd silently fall out of the catalog. The v2.7 post-processing framework makes them straightforward follow-ups, and motion vectors already exist engine-wide (DLSS FG pass).
Goal
Add depth of field (near/far blur with focus distance/range) and per-pixel motion blur (reusing the existing motion-vector target) as passes in the post-processing chain, both scriptable for cinematic moments.
Acceptance Criteria
Technical Notes
Run after tonemap-independent passes in the chain established by the framework issue; DoF needs depth (already bound for DLSS). Start with half-res CoC gather + upsample.
Dependencies