I could publish a demo instead of a video... It requires no shaders. It´s all done by render to texture. No additional dlls. Just 3DGS. Works with every pro edition.

My english is not good. That´s why it is in german. The thing is:
- I have written a motion blur with the 3DGS scripting language.
- This I have used to fake the depth of field.
- the motion blur is of course adjustable to every/any amount.
- the depth of field fake is pretty fast as the motion blur, but looks a little like a quake.

- the depth of field is fake by rotating the camera a little around a focus point (in the screen shots the focus is the hip/cheeks of the heroine)
- the camera is moved like on a sphere and always looking towards the focus.
- because my game is naturally slow I have set a very low view distance
- the motion blur and depth of field is adjustable (to reduce the quake effect), but I had no time and don´t want change much in my project


Disadvantages of the fake depth of field effect: high frame rate required (30fps), quake effekt (no more with higher frame rates), always motion blur also on

Advantages: very fast for a depth of field effekt, everything gets blurred realy by it´s distance (every pixel), no shaders required (works on every graphic card)


@ello: ello... ello... ello... Ich hatte dir den motion blur code mal für dein rennspiel angeboten. Du hattest aber nicht geantwortet. Ich werde ihn dir aus meinem Projekt rausfiltern

@Loopix: Mache ich etwa Sportspiele?! Naja, zumindestens keine Laufsportspiele. Yo, sie is nich vom laufen KO. Ist auch klar das der Motionblur nicht einfach angeht, sondern er wird sanft eingeblendet. An sich könnte ich ihn auch jeh nach ausgelaugtheit einstellen, aber bei kleinen Unterschieden merkt man den Unterschied nichtmehr.


:L