虽然 RLE 是主角,但有时您需要一种更简单、性能成本更低的方式来获得“运动感”,或者需要为 RLE 的效果进行补充。
The ultimate playgrounds for capturing speeding cars with perfectly blurred backgrounds and spinning wheel rims. Troubleshooting Common Issues
Lower your screen resolution temporarily if needed to boost FPS.
The most common method involves using a shader named (Screen Space Shadow and Reflection... wait, no—in this context, it's TAA or Motion Blur over time ) or the dedicated LongExposure shader found in the OiD shader repo. reshade long exposure
qUINT_motionblur.fx - Samples: 48 - BlurMult: 1.2 - VelThreshold: 0.05
Ensure that "Copy Depth Buffer" is enabled in your ReShade global settings, as many motion shaders rely on depth data to distinguish between the foreground and background.
Use a tool like IGCS (Injectable Generic Camera System) to freeze the game world while keeping the camera active. wait, no—in this context, it's TAA or Motion
Leave at default unless you need to specifically brighten the image further.
ReShade allows users to apply shaders to any DirectX, OpenGL, or Vulkan game without modifying source code. While standard motion blur blurs objects based on per-pixel velocity vectors, true long exposure requires accumulating frames over time. We explore two primary methods within ReShade: and Temporal reprojection .
To get started with ReShade long exposure, you'll need a few things: Leave at default unless you need to specifically
Smooth out choppy in-game water geometry into a silky, glass-like surface.
Note: This is a conceptual paper. Actual ReShade shaders must be written in ReShade FX format and tested per-game.
A note on modern tech: (DLSS 3 / FSR 3) creates fake interpolated frames. If you turn on ReShade Long Exposure while Frame Generation is active, the shader will blend the real frame with the AI frame, resulting in a "wobbly" or "soap opera" ghosting effect.
Look at the shader settings panel at the bottom of the window. Locate the or Accumulation Rate .