Motion blur explained (finally!)
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KillerCrocker




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PostPosted: Mon, 25th Jun 2018 22:54    Post subject: Motion blur explained (finally!)
See? I've been explaining it to You guys for years!
This guy gets it. Digital Foundry is on point for years with this stuff. Really like their videos


Example from this video of Quake with Darkplaces mod. You can see how motion blur makes the image appear higher framerate. While not perfect I've found it to be interesting comparison (and a bit overdone too):
 Spoiler:
 


Other games like Lost Planet, Dark Souls, Bloodborne, Doom or Crysis are example of good per object movement motion blur


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tonizito
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PostPosted: Mon, 25th Jun 2018 23:57    Post subject:
Nope, it sucks


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paxsali
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PostPosted: Tue, 26th Jun 2018 00:09    Post subject:
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Interinactive
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PostPosted: Tue, 26th Jun 2018 00:12    Post subject:
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Frant
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PostPosted: Tue, 26th Jun 2018 00:18    Post subject:
That video was clearly focusing on last-gen FPS-parched consoles with games running at 30fps or lower. That is one time when motion blur is useful (and invented in the first place). On a PC it is quite different and the necessity of using motion blur is mostly gone unless you've got games running at ~40fps or less.


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Morphineus
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PostPosted: Tue, 26th Jun 2018 01:10    Post subject:
A whole video to explain how to disable it? :>


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JBeckman
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PostPosted: Tue, 26th Jun 2018 01:18    Post subject:
I prefer per-object motion blur but even that suffers from few samples and poor precision so the effect can be pretty lacking, camera motion blur though I'm not too big of a fan although I don't outright hate it either and it can be disabled in most cases.

Crysis 1 had a interesting idea here, just use a ton of sample rates (512, 8 or 16 are more common today.) although the effect was probably less complex and made up for it through having more samples whereas later Cry-Engine games lowered this but had a more complex shader and several additional settings such as the shutter speed and other tweaks. Smile

Lost Planet 1 and 2 on the other hand has a similar early method for motion on the bigger creatures but with what looks like less samples and here the effects faults can be observed better showing gaps and such in the motion making it look much more out of place or unnatural.


It's a balance act I suppose, can't burn every millisecond and compute performance on the GPU for one shader after all so it's tweaked for balance and depending on game or game engine it might be possible to tune it up a bit. Smile

Whereas well the camera blur is just a quick unfocused full screen effect and that's simpler but it's usually pretty poor looking though I guess it could work at higher frame rates and refresh rates smoothing out things a bit if supported, alternatively lower frame rates and similar to how movies use it though that's different from a real-time game.
(No framerate fluctuations either.)
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Civ01




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PostPosted: Tue, 26th Jun 2018 01:51    Post subject:
Quote:
motion blur is great

No.
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ixigia
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PostPosted: Tue, 26th Jun 2018 03:49    Post subject:


On a more serious note, I usually end up turning it off (alongside film grain, chromatic aberration and similar cinederpmatic tricks) no matter the type of implementation or framerate numbers. It feels artificial and quite unnecessary to me even when it's supposedly not invasive, I prefer a clean visual especially when it comes to first person/third person games.

The only place where I don't actually mind it is with driving games, in that specific case the sense of speed could benefit from having some peripheral oomph (then again, only when it's subtle and well implemented, which is a rarity Razz).
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lametta




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PostPosted: Tue, 26th Jun 2018 04:43    Post subject:
ixigia wrote:


On a more serious note, I usually end up turning it off (alongside film grain, chromatic aberration and similar cinederpmatic tricks) no matter the type of implementation or framerate numbers. It feels artificial and quite unnecessary to me even when it's supposedly not invasive, I prefer a clean visual especially when it comes to first person/third person games.



agree.

on top of that i also disable depth of field.
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wonkedoutweirdo
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PostPosted: Tue, 26th Jun 2018 04:59    Post subject:
Fucking sucks cock. Flat panels are already blurry.
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AmpegV4




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PostPosted: Tue, 26th Jun 2018 05:06    Post subject:
Yep also disable any retarded fps eating camera effects, human is not a camera, why blur, Lens flare other stupid shit.
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KillerCrocker




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PostPosted: Tue, 26th Jun 2018 07:40    Post subject:
Some of You backward fuckers really need to watch the video. Its not 2003 anymore Laughing

As I've said. There was no need for motion blur with 240hz gsync monitor and games running around 200fps. There was enough frames to just fill all the gaps of information. But with 60 and eapecially 30fps it is a great feature when done well like in Doom 2016.
In real life You don't see in static sharp images but in continuous light "rays". If You view sharp images changing 16ms, the image looks like motion but there are sensible gaps to You eyes and brain. A proper mb will help to cheat that. Not some cheap all screen effect.
High hz and fps will also help with that. The guy in a video said that even 240hz was not enough but for me it felt great and looked fluid like if there was very realistic motion blur maybe aside from very very fast motions.


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Last edited by KillerCrocker on Tue, 26th Jun 2018 20:56; edited 1 time in total
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AmpegV4




Posts: 6248

PostPosted: Tue, 26th Jun 2018 08:04    Post subject:
Yep also plz bare in mind unless your lcd is using gsync,freesync or light boost hacks you are getting a lot of noticable motion blur from shit lcd tech. Took me a very long time to switch from classic CRT to LCD for this very reason, personally still using blur busters light boost hacks on a been z series and can say that but testing is night and day better than just standard 240hz..

On to the topic of adding artificial blur: why would you do this?
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Stormwolf




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PostPosted: Tue, 26th Jun 2018 09:30    Post subject:
So you find someone who explains stuff you likely dont fully understand and who simply just shares your love for this cancer effect, and were supposed to start liking blur because of that? Scratch Head
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tonizito
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PostPosted: Tue, 26th Jun 2018 09:32    Post subject:
ixigia wrote:


On a more serious note, I usually end up turning it off (alongside film grain, chromatic aberration and similar cinederpmatic tricks) no matter the type of implementation or framerate numbers. It feels artificial and quite unnecessary to me even when it's supposedly not invasive, I prefer a clean visual especially when it comes to first person/third person games.

The only place where I don't actually mind it is with driving games, in that specific case the sense of speed could benefit from having some peripheral oomph (then again, only when it's subtle and well implemented, which is a rarity Razz).
Pretty much this, yeah


boundle (thoughts on cracking AITD) wrote:
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AmpegV4




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PostPosted: Tue, 26th Jun 2018 09:40    Post subject:
Sorry @KillerCrocker I just don't think the issue of motion blur is even close to 50/50 contentious... U are sacrificing peformance for worse image quality, doesn't make sense.
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Surray




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PostPosted: Tue, 26th Jun 2018 09:59    Post subject:
Always loved per object motion blur as first seen in crysis and the motion blur explosion effects from MT framework (lost planet, RE5). Camera motion blur on the other hand needs to die.


I think the problem is that motion blur is a very general term for dozens of different implementations and use cases and only for some of them it's good/works/doesn't detract from the visuals.


Many developers have no clue what they're doing and just throw in effects willy nilly. That's the real problem here. When properly used in specific cases motion blur can be great, imo.


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PumpAction
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PostPosted: Tue, 26th Jun 2018 10:02    Post subject:
Frant wrote:
That video was clearly focusing on last-gen FPS-parched consoles with games running at 30fps or lower. That is one time when motion blur is useful (and invented in the first place). On a PC it is quite different and the necessity of using motion blur is mostly gone unless you've got games running at ~40fps or less.

? I for one would not want to play the new Doom without motion blur. Especially per object/pixel motionblur looks simply stunning when done right. He is absolutely right about the camera motion blur. It's almost as if you guys didn't watch the full video Neutral


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Stormwolf




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PostPosted: Tue, 26th Jun 2018 10:29    Post subject:
The full video is 20 minutes. thats 18-19 minutes too long.
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tonizito
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PostPosted: Tue, 26th Jun 2018 10:29    Post subject:
PumpAction wrote:
? I for one would not want to play the new Doom without motion blur. Especially per object/pixel motionblur looks simply stunning when done right. He is absolutely right about the camera motion blur. It's almost as if you guys didn't watch the full video Neutral
Nah m8, even the "proper" implementation looks bad IMO. Probably not the only one but what can I say, some people think others dislike it (and other things they like...) only because they're trying to troll you and stuff Whistle me elmo


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Interinactive
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PostPosted: Tue, 26th Jun 2018 10:37    Post subject:
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Breezer_




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PostPosted: Tue, 26th Jun 2018 12:22    Post subject:
There is 2 kinds of motion blur, the famous shit looking whole screen blur (this can look decent if done right), but object motion blur can look very nice and i think it´s one of the best looking post process effects when done right (especially in the new idtech engine, its just so good looking).
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The_Zeel




Posts: 14922

PostPosted: Tue, 26th Jun 2018 13:12    Post subject:
I agree that object motion blur is a completely different thing that doesnt detract from gameplay and your ability to react, it can look very nice like in Doom for example, but it's still not necessary.
As for full screen motion blur, fuck that shit, not even once.
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AnarchoS




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PostPosted: Tue, 26th Jun 2018 13:44    Post subject:
The name says it all motion blur. I don't think it needs any explanation.


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The_Leaf




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Location: Italy
PostPosted: Tue, 26th Jun 2018 17:40    Post subject:
I used to hate motion blur, but newer implementations are nice.. I tend to keep it on these days.

As the video points out, I think a lot of people have been disgusted by older/crappier implementations, and now it's the first thing they turn off in the graphic settings, without even trying it... current versions are much more subtle and pleasant than the atrocious ps2-era ones.
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Nui
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PostPosted: Tue, 26th Jun 2018 20:14    Post subject:
Even per object motion blur is complete nonsense when the game misjudges your focus. If, in reality, you track an object it will remain sharp if your tracking is accurate. Not the case with any game.

@ Ampeg
The blur you describe (sample & hold effect) even works the opposite compared to object tracking in reality. When you don't track objects moving on screen, they appear as sharp as the display renders them, but once you track them, they become blurry proportional to the frame duration. We need higher frame rates, and monitors with a low persistence mode.


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consolitis
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PostPosted: Tue, 26th Jun 2018 20:29    Post subject:
Lost Planet looks really great, it's a shame Capcom stopped offering the high quality motion blur and shadow filtering found in its DX10 mode after the PC crowd QQd so much about the performance. RE5 would had been much better if they had.


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KillerCrocker




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PostPosted: Tue, 26th Jun 2018 21:07    Post subject:
PumpAction wrote:
Frant wrote:
That video was clearly focusing on last-gen FPS-parched consoles with games running at 30fps or lower. That is one time when motion blur is useful (and invented in the first place). On a PC it is quite different and the necessity of using motion blur is mostly gone unless you've got games running at ~40fps or less.

? I for one would not want to play the new Doom without motion blur. Especially per object/pixel motionblur looks simply stunning when done right. He is absolutely right about the camera motion blur. It's almost as if you guys didn't watch the full video Neutral

See? Pumpy understands it. Leaf, Consolitis and few other too!
I don't believe that still majority of You do not understand how it works... LCD ghosting is not comparable to whatever some of You think proper motion blur is. It's just a leftover of previous frame as imperfection of lcd monitors. Only gone in strobing monitors. And Your brain will not smooth the movement on the screen like I've seen some of You say. The image is not going anywhere or moving fast Laughing Despites images and frames changing fast, You still look at static images.

Wave Your hand in front of Your stupid faces. You can see the motion and the hand does not look sharp the whole motion through(except if Your fat hands are slow then do the bendy pencil trick - it's motion blur!).
In game, if it's 30, 60 or even 100 fps, if every frame is sharp like a snapshot of time, then it will look jerky unless the framerate and refresh rate is as fast as movement per pixel on the screen, so even 240hz might be too slow. I found 240hz pretty great and very close to look of "real life" motion blur or motion blur in games like Doom at 60hz. But when running Doom at almost 240fps on 240hz monitors, there was almost NO difference to motion blur on and off. That's becasue there are so many frames of motion, that gaps filled by artificial motion (motion blur) are very small at this point and hard to perceive by Your brain. When I was running at 120hz, the need for motion blur was back there. So there are diminishing returns of cheating eyes but we need more frames!

Most games are still not running so fast, so until then, we will need proper motion blur to help motion looks proper, not jerky and smooth.

edit: see? that's why the guy in video explain it better Laughing


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Sin317-"im 31 years old and still surprised at how much shit comes out of my ass actually ..."
SteamDRM-"Call of Duty is the symbol of the true perfection in every aspect. Call of Duty games are like Mozart's/Beethoven's symphonies"
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tonizito
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PostPosted: Tue, 26th Jun 2018 21:20    Post subject:
Yes, if we don't like it it's just because we don't understand how it works...


boundle (thoughts on cracking AITD) wrote:
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