I recently started to test accumulation buffer for antialiasing, motion blur and depth field purposes.
I’ve noticed that code is very slow (1-3 fps!! - I render a teapot in a display list of about 1000 triangles). Am I using wrong accumulation buffer or it’s slow itself? How games get fast motion blur?
The accumulation buffer is very powerfull, but in 90% of the cases its done in software, so its very, very slow. I only know of very few cards that have hardware accumulation buffer, and all are $2000+.
If performance is important, you must use alternative techniques, like doing multipass tricks in the back buffer or something else.
ok, thanks. Then I wont work with accumulation buffer.