Is there a stupid-quick way to get Unity to render to a buffer as fast as the GPU can render, even if the buffer only copies to the screen at the monitor’s vsync rate? What I’m thinking of doing here is a motion-blur postprocess effect which accumulates over as many execution-“frames” as possible per display-frame. When I’m not vsyncing, I can easily run 150-500fps, which makes me think that I ought to be able to get a nice smooth multi-pass blur going every display-frame. The only question is whether I can get Unity to do that for me, or whether I need to redo my execution timing to manually increment-and-render n times per frame.
My first thought might be to turn vsync off and use 2 cameras, one of which renders with motion blur to a texture, the other of which somehow waits for vsync before GUI-rendering that texture on itself and clearing it. But I don’t know offhand if there’s a way to wait for vsync when vsync is disabled in quality settings…