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rendering: depth of field + motion blur (post FX pack 2) #168

Description

@shadow-kernel

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

  • DoF pass: focus distance + range + max CoC, gather-based blur, no visible haloing on the template scene
  • Motion blur pass sampling the existing RG16F motion-vector target, intensity clamped and configurable
  • Both toggleable/parameterized via the post-FX API from game scripts (e.g. focus pull on a document)
  • Sane interaction with DLSS SR/FG documented (apply post-upscale; FG mvec tagging unaffected)
  • Combined GPU cost budget: < 1.5 ms at 1440p on the reference GPU (numbers in PR)

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)

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    P3-lowNiedrige Priorität / Nice-to-havearea:renderingRenderer, Lichter, Schatten, Post-FX, Shadersize:M1–3 Tagetype:featureNeues Engine-/Editor-Feature

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