Always the first thing I turn off, but surely there are some people out there that actually like it. If you’re one of those people is there a particular reason?
It looks cool as fuck, but only if it blends well with the art style.
Weirdly I think it looks great with Strife: Veteran Edition
In single player games it gives me this sorta intense action feel, and I enjoy it.
When i enable it, it makes it so blurry that i can only properly see stuff when i stop moving my mouse. Is that because of low framerate? (happens in nearly every game that i try to enable it in, even when setting motion blur to the lowest amount)
It depends on the implementation. Properly Implemented motion blur can look rather pleasing. Also with new frame generation tech motion blur really helps smooth out the in between frames I’ve found.
For some games it improves the feeling of speed. A racing game feels faster with it enabled.
It smooths out the framerate, also it looks better to me 🤷♀️. I’ve been playing games since I was little so I don’t really get nauseous from it like others in this thread.
I have a pretty high end computer but also keep it on playing games on my Steamdeck too.Only for very specific games, and only because I don’t have a high refresh rate monitor.
If I’m in Forza driving 200 km/h I shouldn’t be able to see the bricks I’m flying past. With my low refresh rate monitor I can, so adding just a hint of motion blur really helps add that flourish of immersion that I can’t get with my setup. But that’s again very specific games and only because I cap out at 60fps.
So for me though, my eyes add their own motion blur, so why spend processing power on it?
Because at lower frame rates your eyes don’t add motion blur. So you use the processing power to add it. If I had a higher refresh rate monitor I wouldn’t need motion blur.
Your eyes also don’t apply it very consistently to two dimensional objects, like the image on a screen.
what a loser, my eyes don’t even need motion for it!
/s
Eye 2.0 user
Might be an eye 0.8 user
⚠️ Warning: your hardware is not optimized to upgrade to Windows 11 ⚠️
It’s something I give so little of a shit about that this is probably the first time I’ve really thought about it, ever.
So probably that.
Do you hop around random subs posting about how little you care about the topic?
On Lemmy, yeah, probably? A lot of people just seem to be really angry/annoyed at the dumbest shit that doesn’t seem to bother most other people.
I dislike it as well, but not as much as Depth of Field.
DoF is hit or miss depending on the game, for me. I turn it off in games that have rather poor context sensitivity for what it blurs, but I’m okay with it in games where it only applies to, like, ADS. The former I hate because there are so many times I’m trying to get a good look at something, and it constantly blurs what I’m looking at because it’s too close, or too far, or the cross hair isn’t exactly on the right pixel, etc.
Playing MGS5 again recently and it annoys me that I can’t turn DOF off (at least on PS5) because it works the way I dislike.
It helps mask frame drops when turning or moving fast if the game is particularly demanding.
In my experience it’s much more likely to CAUSE frame drops than mask anything in a good way. It sure masks visual detail though
I also have the impression that motion blur causes frame drops. Then again, some games do seem to hiccup when turning regardless of if motion blur is enabled.
Now I’m wondering if it’s causation or just correlation. Intuition suggests that additional post-processing would at the very least exacerbate frame drops even if it doesn’t cause them itself, but I’ve never done a deep dive to find out.
In my experience it’s correlation. Motion blur shouldn’t be a particularly expensive operation. Objectively, yes, it will cause some degree of slowdown, just by necessity, but it really does do a decent job of masking those brief FPS hits.
My rig isn’t the most up-to-date. I’m also extremely sensitive to a lot of the artifacts that come from not having a consistent FPS. Vsync does a decent job of preventing those issues, but the slowdown dropping from 60 to 30 fps is very jarring to me, no matter how brief, and some light motion blur really smooths it out for me. Now, you can ABSOLUTELY overdo it, and that makes it worse. Usually I use the lowest level available, and the slowdown is preferable to overdone motion blur usually.
It’s on a case by case basis like the lense flares.
Do I want a more realistic experience or a more cinematic one?
Also sometimes it hides some fps drops :p
Often use it when it’s single player and my frames aren’t enough to feel smooth.
I genuinely don’t understand why people use it. It gives me massive motion sickness and so I figure out very quickly when games have it on by default
That and Bloom. I hate Bloom.
70% of the time, bloom is garbage, 25% of the time it’s garbage and is covering up other graphical issues. 5% of the time, it gives some nice depth to light and emphasizes brightness differences, even without HDR.
Bloom is nice for atmosphere. It’s not nice when it’s 7th gen style and overdone.
Motion blur off looks like those high shutter speed fight scenes from the Kingsman movies. Good for a striking action scene but not pleasant to look at in general. Motion blur blends the motion that happen between frames like how anti aliasing blurs stairstepping.
Motion blur in film does that, but with video games, in every implementation I’ve seen, you don’t get a blur that works the same way. Movies will generally blur 50% of the motion between frames (a “180 degree shutter”), a smooth blur based on motion alone. Video games generally just blur multiple frames together (sometimes more than two!) leaving all of the distinct images there, just overlayed instead of actually motion blurred. So if something moved from one side of the screen all the way to the other within a single frame, you get double vision of that thing instead of it just being an almost invisible smear across the screen. To do it “right” you basically have to do motion interpolation first, then blur based on that, and if you’re doing motion interpolation you may as well just show the sharp interpolated mid frames.
On top of that, motion blur tends to be computationally very expensive and you end up getting illegible 30fps instead of smooth 60+.
This is not how motion blur works at all. Is there a specific game you’re taking about? Are you sure this is not monitor ghosting?
Motion blur in games cost next to no performance. It does use motion data but not to generate in between frames, to smear the pixels of the existing frame.
I think you’re right, but this is usually a developer skill issue. This UE developer thread was really useful in understanding the ‘why’ of ugly motion blur for me. https://forums.unrealengine.com/t/correct-motion-blur-values-to-use/131392
Wouldn’t high fps resolve this issue at like 100?
No