Rooftop Run with Cinematic Motion Blur (Post-edit)

Опубликовано: 22 Март 2026
на канале: Darío
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If you liked the blur from the last videos, here you have the ultimate BLUR. This is a much better proof of concept of what can be done when you get proper, clean, and very high framerate footage in the first place.

I rendered an alternate version of this video at 60 FPS with less blur compensation if you want to check it out.

Download 60 FPS 50 mbps version: https://mega.co.nz/#!uRpVgaRI!-Pt8A19...
Youtube 60 FPS Version using HTML5 2x Speed Trick:    • Video  

Notes:

The amount of physic quirks that get affected due to using the Time Hack to slow down the game end up changing the gameplay a lot, so this can't really be an alternate recording method, just an experimental one.

It took around 2 hours and a half to render this video in Raw (no encoding), and it's only 4 minutes of final footage.

The HUD and the in-game Motion Blur were disabled to help the motion tracking. On my last videos, due to not being careful with that, a lot of inaccurate and confusing blurring is present.

Playing the stage for 16 minutes vs 4 minutes isn't very fun.

Due to having to speed up the footage, RIP Sound Effects.

I used 4k Object Shadows, which is why Sonic has such great quality self-shadows.

My last videos were only done with 60 FPS tracking. This one's done with 240 FPS in total after being sped up, which allows me to add the post-edit blur to the 60 FPS version.

After dealing with Youtube's shit for the entirety of yesterday, I've come to the conclusion that their bitrate caps are just terrible. Therefore, I recommend at least turning up the quality to 720-1080p and using the small/medium player for much better quality.

Done using Twixtor plugin for After Effects.

Now back to work on something actually useful.