>>725327716
I'll explain it again in case you're slow.
There's a traffic sign in the distance. Scenario 1) you stand still, and the wind animates the sign. The pixels flicker and shift to visualize the sign's movement due to wind displacement, the sign's edges dance. Scenario 2) the sign is rigid, no wind, so you sprint forward - pixels flicker and shift again, the sign's position warps across the pixel grid to accomodate the fact it's now closer to you.
Now are you suggesting that the renderer somehow knows the difference between these two scenarios? That it produces wildly different image quality and artifacts based on.. what knowledge, exactly? There is NO rendering difference in how the pixels are shifting here. It's the same. The renderer doesn't recognize or know whether the shift occurs due to animation or physics or camera movement or sprinting, it is utterly blind to why those shifts occur and any game logic. All it sees are pixels shifting. This is common sense.
I posted a proper comparison and offered to upload uncompressed video as well. You avoided addressing the main points and just started making dumb distinctions where there are none. And now you're asking me to post software engineering credentials or GDC papers, the goalposts have shifted into orbit. I'll respectfully just call you a dumb faggot and move on, I'm wasting my time with you.