Do you play with motion blur?
It depends on the game and if used correctly increases the immersion and realism. I believe it was originally created for racing games to convey the illusion of speed. Used beautifully in games like Midnight club 2, Burnout Paradise etc
In other games however I believe it started as a rendering technique to improve frame rates / load times when turning and loading other parts of the screen. However with the current generation of hardware, its no longer required. But a lot of modern developers never ask questions
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If it's visually jarring, then it's antithesis to the whole point.
Motion blur done well, is the motion blur you never notice.
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i hate the concept of motion blur. especially in fps games, you are playing as a person seeing through the eyes of that person yet when you move everything blurs, idk about the people who make these games but my eyes move inside my head so i dont suffer from motion blur. same goes for lens flair, head bob and shit splattering on the screen. why mimic a camera if your playing the role of a person.
motion blur and head bob are my biggest pet peeve when it comes to effects and are instantly shut off in any game upon first startup.
honestly i think motion blur is just a cheap way to deal with screen tearing, cant fix it, hide it.
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While I agree with all your points, motion blur absolutely occurs to human eyes in real life, you do suffer from it ;)
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very true. but the mind compensates and it becomes negligible. along with head bob.
a few posts down there talking about race cars and spaceships, that's where motion blur in games belongs.
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speaking of the mind compensating, if you never have look up natural blind spots. its amazing what the mind fills in/ corrects
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We only see "motion blur" if something else is moving, not when we are.
This is because our brain detects if we are moving our eyes/head/body, and doesn't register the blurry images.
I think the following is one of the more fascinating things about our eyes (in combination with our brain): If we look somewhere else, our brain actually fills in what we see from the future while our eyes are traveling. Because it takes so little time to look from one place to another, we don't have time to understand that we are not seeing anything, and once our eyes come to a rest, and we think back about what we saw while we were moving our eyes, we actually (subconsciously) remember what we see now, instead of what we saw before.
This is also why, if you look at a clock (preferably an analog one), the seconds hand can appear to be still for an abnormally long time when you first look at it - it looks like that because we remember the second it was on when we looked at it for the entire duration it is there + any time we spent moving our eyes. Same with look at spinning car wheels. If you shift your vision on the wheel, the wheel appears to come to a halt momentarily, and you see everything with no blur at all.
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It really depends, but most games overdo it, so I turn it off when I can.
The games that do it right are the ones that keep the effects to the edges of the screen/peripheral vision. Then it tricks your brain to narrow your vision, which in turn increases the sense of speed/motion.
The games that overdo it just make your screen look like a smeared mess instead of establishing that illusion.
Same with screen shake effects. There's games that use it only when something that should have significant physical impact is displayed. That works, because that's when in real life your head will shake.
And then there's the games where the screen shakes like an earthquake with every step you take, when you're just running around on foot. Which makes no sense, because that's a scenario where in real-life your brain will compensate and you'll register a mild bob at worst.
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I always disable motion blur if given the option.The blurring effect is often distracting and unpleasant to look at.
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I want to add a little thing after I was also corrected after a similar statement.
Implementation outside of emphasizing speed. Spaceship going so fast that it blurs things, and surprisingly, FEAR! Its "bullettime" also used opt-out motion blur but that really had its place there. Such a good place that I haven't even thought about that game having had MB when I played it, because I turned it off in the menu.
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Good point, Adam. So we can add simulations alongside racing games, as the main benefactors of motion blur. I always disabled it in any space sims I played though. I definitely need to replay FEAR at some point, I don't remember that effect either.
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Mostly always off for better GPU performance and i don't like it much , maybe for racing games ok...
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Feels like putting pomade into my eyes, so I turn it off.
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I sometimes like motion blur if done per-limb on characters, or on fast moving objects, but hate it when it's connected to the games camera (ie. whenever you rotate the view the whole screen blurs).
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Very rarely on, and mostly only if I can choose the blur level. Any case where there's a noticeable amount of motion blur, I'll turn it off.
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First option that i switched off ASAP. Its absolutely terrible effect for me, making a blurring mess of good graphics as soon as you moving. I also dislike chromatic aberration, bloom and film grain. Film grain especially, it makes mess of a graphics, how anyone thought that its good idea to put graphics through filter of a cheap tv camera from 90s is beyond me. And depth of the field too, its only works in cutscenes, in actual gameplay it looks like your hero have some sight problems.
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