I mean… the alternative is to get hardware (including a monitor) capable of just running the game at an fps/hz above roughly 120 (ymmv), such that your actual eyes and brain do real motion blur.
Motion blur is a crutch to be able to simulate that from back when hardware was much less powerful and max resolutions and frame rates were much lower.
At highet resolutions, most motion blur algorithms are quite inefficient and eat your overall fps… so it would make more sense to just remove it, have higher fps, and experience actual motion blur from your eyes+brain and higher fps.
I mean just from persistence of vision you’ll see multiple copies of a moving object if your eyes aren’t moving. I have realized tho that in the main racing game I use motion blur in (beamng) I’m not actually reaching above 80fps very often.
here, I copied someone’s shader to make a quick comparison:
Even at 144hz, one looks smooth while the other has sharp edges along the path.
Keep in mind that this technically only works if your eye doesn’t follow any of the circles, as that would require a different motion blur computation. That’s obviously not something that can be accounted for on a flatscreen, maybe in VR at some point though if we ever get to that level of sophistication. VR motion blur without taking eye movement into account is obviously terrible and makes everyone sick.
Someone else made a comparison for that, where you’re supposed to follow the red dot with your eye. (keep in mind that this demo uses motion blur lengths longer than a frame, which you would not have if aiming for a human eye-like realistic look)
By the way, the first two Shadertoys aren’t working for me, I just get “:-( We either didn’t find the page you were looking for, or there was an internal error.”.
The third one works, though…
… What?
I mean… the alternative is to get hardware (including a monitor) capable of just running the game at an fps/hz above roughly 120 (ymmv), such that your actual eyes and brain do real motion blur.
Motion blur is a crutch to be able to simulate that from back when hardware was much less powerful and max resolutions and frame rates were much lower.
At highet resolutions, most motion blur algorithms are quite inefficient and eat your overall fps… so it would make more sense to just remove it, have higher fps, and experience actual motion blur from your eyes+brain and higher fps.
You still see doubled images instead of a smooth blur in your peripheral vision I think when you’re focused on the car for example in a racing game.
Maybe I’m misunderstanding you but isn’t that screen tearing?
I mean just from persistence of vision you’ll see multiple copies of a moving object if your eyes aren’t moving. I have realized tho that in the main racing game I use motion blur in (beamng) I’m not actually reaching above 80fps very often.
here, I copied someone’s shader to make a quick comparison:
with blur: https://www.shadertoy.com/view/wcjSzV
without blur: https://www.shadertoy.com/view/wf2XRV
Even at 144hz, one looks smooth while the other has sharp edges along the path.
Keep in mind that this technically only works if your eye doesn’t follow any of the circles, as that would require a different motion blur computation. That’s obviously not something that can be accounted for on a flatscreen, maybe in VR at some point though if we ever get to that level of sophistication. VR motion blur without taking eye movement into account is obviously terrible and makes everyone sick.
Someone else made a comparison for that, where you’re supposed to follow the red dot with your eye. (keep in mind that this demo uses motion blur lengths longer than a frame, which you would not have if aiming for a human eye-like realistic look)
https://www.shadertoy.com/view/7tdyW8
Okay now I got it from your explanation, thanks!
By the way, the first two Shadertoys aren’t working for me, I just get “:-( We either didn’t find the page you were looking for, or there was an internal error.”. The third one works, though…