Motion Blur in Games is Surprisingly, Not Terrible

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  • Опубликовано: 20 янв 2025

Комментарии • 836

  • @vextakes
    @vextakes  Год назад +210

    u prolly have the fps counter on the top right of the screen, don't u?

    • @vextakes
      @vextakes  Год назад +25

      btw, what do u think of the new mic? it allows me to be more flexible when I record, but I'm curious what y'all think

    • @wittyt6066
      @wittyt6066 Год назад +13

      wrong (its in the top right)

    • @itsbeaties8902
      @itsbeaties8902 Год назад +37

      left

    • @Gbur
      @Gbur Год назад +5

      I didn't even notice it at first, but after comparing it to previous videos, I think it sounds better, also, I personally don't use an fps counter, unless it's Minecraft

    • @bignose1752
      @bignose1752 Год назад +4

      all my homies have it on the bottom left

  • @snyviper
    @snyviper Год назад +246

    I have a different opinion. A lot of games that feature Motion Blur have a "motion blur quality" selection, but almost none of them come with a "motion blur intensity" selection. I've come to love low intensity motion blur, but it's not really available on the vast majority of games, so rather than having a high intensity one, I prefer having none.

    • @photonboy999
      @photonboy999 Год назад +6

      Interesting... not sure what the exact differences are. This reminds me of VRS (variable rate shading) where they were discussing using LOWER QUALITY shading to simulate motion blur. So rather than ADD blur at a higher processing cost you CREATED blur at a lower processing cost. I think they abandoned this idea because it conflicted with UPSCALING. If you lower the render resolution low AND also reduce the shader quality you get really bad blur, or at least it's varying so much it's a headache to work with. No idea what the approach is now.

    • @kenhew4641
      @kenhew4641 Год назад +32

      ​@@photonboy999lowering the intensity of motion blur just means reducing how much the pixel streches and blurs when moving the frames. A little motion blur or low intensity is fine but high intensity motion blur is very "smeary"

    • @lordofcinder8884
      @lordofcinder8884 Год назад +8

      Yeah when I was playing God of War 2018 I noticed that there is an option for the intensity of motion blur so I didn't turn it off but put it on low amount and it actually improved my experience quite a bit, made it a lot more smooth and cinematic

    • @SteelSkin667
      @SteelSkin667 Год назад +5

      That could be especially helpful since, at higher frame-rates, you can end up with motion blur that emulates a shutter speed that is longer than would be physically achievable on a physical camera. Shutter speed should go up as your target frame-rate goes up. Some games do take it into account, but many games don't.

    • @dodgers89
      @dodgers89 Год назад +3

      This. Motion blur is a really nice feature, but I can't stand it in most of the games as it looks like You're on drugs :D

  • @Waffle4569
    @Waffle4569 Год назад +401

    People have been tainted by bad motion blur. Now the problem is they assume all motion blur is the same and don't even look at it anymore

    • @captainjimo
      @captainjimo Год назад +33

      Absolutely correct. I default to no motion blur, because of how bad it still is (most of the time). Also TAA doesn't help, because it's just more motion blur. Example - red dead 2. You need taa, otherwise game is very shimmery, but taa adds so much moron blur that I'm not sure why does it even have additional motion blur that can be toggled

    • @kasterixprime
      @kasterixprime Год назад +8

      Hell, 'bad' would be a complement to some of the implementations of motion blur we've gotten in video games.

    • @adsads196
      @adsads196 Год назад +1

      Gta 5 is the game where I first turned off by motion blur and as a kid wondered how turning off a graphic setting made the game look better for me lol but yeah sometimes it's ok

    • @WyattOShea
      @WyattOShea Год назад +7

      I've honestly never seen good motion blur and I also want my games to look sharp when I play them too. I already have irl motion blur with my eyes like everyone else so I prefer to not have it in my games .

    • @Skylancer727
      @Skylancer727 Год назад +8

      I don't think I've ever seen motion blur that didn't either bother my eyes or just make the image look dreadful. If we want "realistic blur" you should've got a 3D TV when they were big. That's the only way to experience true motion blur as real life motion blur isn't from speed, it's from not focusing on something.

  • @StrengthScholar0
    @StrengthScholar0 Год назад +184

    My problem with motion blur is that the vast majority of the time It is implemented horribly.
    On the opposite side of the equation when it's implemented well(like in cyberpunk)it's a fantastic technology. But a good implementation of motion blur is really quite rare.
    With that being said if every game had a quality of motion blur as good as cyberpunks it would virtually always be on if the game was running below 70 frames per second.

    • @DragonOfTheMortalKombat
      @DragonOfTheMortalKombat Год назад +15

      My problem with motion blur is that my display already has slow response time, I don't need more blur lol.

    • @vitordelima
      @vitordelima Год назад +10

      Cyberpunk 2077 still has the 'drunk vision' implementation of motion blur and it also seems to be exaggerated compared to what happens in real life.

    • @qaasi95
      @qaasi95 Год назад +2

      @@vitordelima Motion blur on low is doesn't feel exaggerated unless the frames drop quite a bit.

    • @itsTyrion
      @itsTyrion Год назад +1

      CONTROL has a great implementation. Per-pixel (or per-object?) motion blur.

  • @schluckauff
    @schluckauff Год назад +33

    I want games to include *TWO* motion blur settings
    1. object-based motion blur
    2. camera-based motion blur
    that way the camera smear issue could be eliminated without losing
    - fluid animation
    - ground going fast af boi (when running/driving)

    • @fionyx980
      @fionyx980 5 месяцев назад +6

      This type of motion blur is actually a real thing, and is implemented in a select few AAA games that run on the developers' in-house engine. The reason we don't see it as often is because it is *extremely* complicated and pricey to implement.
      Unless the way the game's engine reads motion vectors is specifically tailored around it, It's pretty much impossible to implement.
      That's why you don't see it in games built on opensource engines like Unity and Unreal Engine - because implementing such a feature would require massive chunks of the engine to be completely rewritten just to support it, a task that would cost the engine's company way too much money and time, and risk causing compatibility and stability issues for users and features. It's a real bummer.

  • @briananeuraysem3321
    @briananeuraysem3321 Год назад +6

    As someone who rarely gets more than 40 FPS, motion blur done right is a god send

    • @Sco10
      @Sco10 День назад

      I played God of War on the PS4 and turned motion blur off - and promptly back on again. Didn't realise how much it helps with the smoothness feeling

  • @Ace_Tarkov
    @Ace_Tarkov Год назад +30

    I have never had a history of motion sickness. I have gone on roller-coasters, played intense vr games, and have even gone on those gforce things that spin you really fast. Something about motion blur makes my insides become outsides within like a couple seconds of viewing.

    • @reezwave
      @reezwave Год назад +8

      Exactly, and it's weird that no one's mentioning this. I turn it off not because I want to see every image as clear as possible, no. I just don't want to get dizzy playing games

    • @lulu111_the_cool
      @lulu111_the_cool 3 дня назад

      Wait you can turn it off in VR?

  • @kiwibom1
    @kiwibom1 Год назад +82

    I love motion blur but its needs to be implemented properly, so not like 99% of the games currently. There needs to be a slider from 0-100% so you can add how much you want. A simple on/off toggle isn’t enough.
    Per object motion blur is amazing too, i actually even prefer this over camera motion blur.
    And i did also notice that frame generation really doesn’t like motion blur. Its actually pretty bad , to me there is ghosting that is added and looks awful. I tested on cyberpunk and dying light 2.

    • @rn3srk1
      @rn3srk1 Год назад +1

      One demo called TitanicHG Demo 401 1.4.2 has this, I used to lock it to 30fps cause of the horrible frame drops on a hdd and the percieved smoothness was quite tolerable when applying a small amount of blur vs none

    • @Alvin853
      @Alvin853 Год назад +4

      Yes more games need to be able to differentiate between camera motion blur and moving object motion blur. I don't find the first one realistic, eyes don't have a shutter speed, when turning your head around you can still keep objects in focus, and I find it nauseating for long durations. But object motion blur adds to the realism of a game, and it "fills" the gaps between discrete frames.

    • @white_mage
      @white_mage Год назад +2

      "i love motion blur but it needs to be implemented properly, unlike 99% of the games currently"
      _fake laughs_

    • @scienceium5233
      @scienceium5233 Год назад

      i most games u can tweak it using game console

    • @Docnew
      @Docnew 10 месяцев назад

      Gta 5 ps5 and pc

  • @camboxromeo9513
    @camboxromeo9513 Год назад +37

    I'm glad I'm not the only one. I mostly always keep motion blur on based on the factors you've said in the video. Though motion blur varies from game to game and I wouldn't put motion blur on in competitive games, games personally look more cinematic and immersive

    • @FcoEnriquePerez
      @FcoEnriquePerez Год назад +2

      Any game that I've tried to leave it enabled, it always gets me dizzy, can't stand that shit.

    • @sadscientisthououinkyouma1867
      @sadscientisthououinkyouma1867 Год назад

      How is it more immersive? Motion blur literally isn't realistic?
      Seriously, hold your hand in front of your face and try to make it blur without moving it. Camera-based motion blur (virtually all motion blur in games) doesn't exist IRL and you can't replicate it unless you need to go consult a professional. To make that hand blur you will need to shake it rapidly that is to say you would need object-based motion blur, which is not used in most games and even in the ones it is still has issues.
      Cinematic I'm willing to submit, oftentimes things can be unrealistic for the purpose of being cinematic (much of FighterZ's special moves come to mind) but immersive inherently entails realism when games aim to be realistic.

    • @camboxromeo9513
      @camboxromeo9513 Год назад +1

      @@sadscientisthououinkyouma1867 I believe you’re mistaking my comment to compare in-game motion blur to reality. I’m referring to immersion as you would be “immersed” in the media such as a movie, almost meaning you feel very engaged with the media. In terms of realism then of course I agree with you but it wasn’t what I meant

    • @fionyx980
      @fionyx980 5 месяцев назад +1

      @@sadscientisthououinkyouma1867 You are correct that _excessive_ motion blur more akin to what is seen in cameras used to film a movie is unrealistic, (when in context of human eyesight,) and like you said, it is more suited to cinematic context. However, Your generalising statement that motion blur being unrealistic as a whole, isn't correct.
      By your logic, you're stating that removing motion blur entirely would make games more realistic. This couldn't be more incorrect: Human's can't focus on everything they can see simultaneously, much less objects that are moving either through space or across our field of vision, so having no motion blur would be even more unrealistic than with it. It's why movement in most cheap 3D animated TV shows looks so harsh, stuttery and stiff - *they have no motion blur.*
      As I stated in a reply to a previous comment, the only way we could achieve motion blur similar to what human's see is if the game could track _exactly_ where the player is focused on, not apply motion blur to that specific object or point while its being focused on, and do so without impacting performance or looking unnatural and stuttery. It's just not possible with the technology we have today, and even if we did have adequate technology, what would be the point? To correct a slight little peeve that can easily be fixed right now in the present by developers adding a motion blur intensity slider?

  • @18thealien
    @18thealien Год назад +2

    I’ve left motion blur on ever since CoD Advanced Warfare way back when. The blur in that looked really nice and made me realise it’s over-hated.

  • @poloniusii
    @poloniusii Год назад +2

    If you have a VA panel monitor for gaming, you get Motion blur that's FPS free in any game

  • @Likiung
    @Likiung Год назад +65

    I have to say i normally HATE motion blur because of how bad it oversmears details, but Starfield really surprised me and I'm glad I'm not the only person who switched it back on!

    • @vincentvega3093
      @vincentvega3093 Год назад +13

      Motion blur hides performance issues, which starfield has a ton of.

    • @BaKa60gaming
      @BaKa60gaming Год назад +3

      well of course you like it on starfield, without it you can see all the problem it have...

  • @CaveyMoth
    @CaveyMoth Год назад +2

    Modern Warfare 2019 started the most innovative motion blur implementation; It allows you to toggle camera motion blur and character view model motion blur separately. That way, you get the smoothness and impact of the fantastic weapon animations along with the clarity of vision to pwn noobs. Motion blur adds a lot of impact to motion, allowing moving objects to appear as if they are moving faster. This especially helps in low fps situations when you don't have enough frames to properly see that quick motion. It also helps to improve the cinematic look of cutscenes. A lot of camera tricks are used in video games these days, like depth of field, field of view changes, and film grain. Motion blur is just another one of the tools that developers can use to give that cinematic look. By disabling motion blur, you are undoing the creative intent of the developers.

    • @WitchLuna7
      @WitchLuna7 Месяц назад

      Modern Warfare definitely wasn't the first to introduce the separation between camera and per object blur. I'm pretty sure 2014's Dark Souls II also separated camera and object motion blur, and it's from a studio infamous for poor PC optimization.

  • @Kapono5150
    @Kapono5150 Год назад +92

    Dude I literally get mad when motion blur is on, I can’t stand it

    • @Lainyyyyy
      @Lainyyyyy Год назад +7

      All LCD screens have motion blur regardless, you should experience a CRT monitor someday :s

    • @fepethepenguin8287
      @fepethepenguin8287 Год назад +2

      BRO.... are you haunting me? Lol

    • @ryon1256
      @ryon1256 Год назад +1

      For those who absolutely hate motion blur, a plasma TV would be recommended, cause it have the best motion clarity of all panels. Or an OLED tv, that has some technology to improve motion clarity.

    • @fepethepenguin8287
      @fepethepenguin8287 Год назад +6

      @@ryon1256 OLED is God tier

    • @Sajid-lp9ss
      @Sajid-lp9ss Год назад +1

      why?

  • @ultragtman1563
    @ultragtman1563 Год назад +6

    I have to tell you that you have been coming up in my algorithm and its incredible that you and i share the same perspectives on pc gaming and graphical tech. I appreciate your work and how you honor the way DF displays games and comments on developer intentions and goals. You sir have my sub.

  • @Sku11zDude
    @Sku11zDude 7 месяцев назад +3

    I personally love motion blur because it makes the game feel more smooth, but obviously wouldn't use it in games with guns.

  • @Bums001
    @Bums001 Год назад +6

    I find it funny that I remember seeing this on older consoles when I was a kid. After playing on PC for a long time, I decided to buy a PS4 a few years back. I was looking for that particular effect that would make playing on a console feel like home. It turns out that the effect I was looking for was motion blur all along!

    • @longsteinpufferbatch4949
      @longsteinpufferbatch4949 Год назад +2

      Same for me as a kid. i reallly used to like looking at motion blur in the next gen games but my pc wasnt sstrong enough at the time to run it

  • @mikeesteves8427
    @mikeesteves8427 Год назад +1

    the main thing i would like for more games to implement is giving the user the ability to control how much motion blur they want, be taht as a slider or atleast by giving different levels of motion blur. The fact taht i can use low amounts of motion blur is the main reason why i use it at all in cyberpunk

  • @Ph42oN
    @Ph42oN Год назад +1

    After i got my IPS monitor, i realized some reasons to use motion blur. With this monitor having bit slower response times, it smooths motion and having 100 fps or lower feels smoother than same fps with faster response times. After getting used to this, my friends fast TN panel makes 100 fps feel choppy. So i think having very fast response times can make motion blur useful at higher fps.
    1 game i used to play with motion blur on is crysis 1 as it never got high fps and it also had adjustable motion blur, i kept it adjusted to have less motion blur as i think the default is a bit too much. Really, i wish more games had adjustable motion blur, that would make it usable in much more games.

  • @Omen09
    @Omen09 Год назад +9

    Motion blur and head bobing have the same issue you can't forget
    Irl your eyes have stabilisation, so if you want, you focus on sth and it doesn't look blurred at all, so actrually the more realistic option is without motion blur, depends when you look while moving

    • @Bowlfrog44
      @Bowlfrog44 Год назад +3

      He mentioned in the video that turning my head in real life would have motion blur, but I've tested it tons of times where maybe I'm a passenger in a car or something and I can clearly read a road sign while going highway speeds without any trouble, and I can see the grass fields just fine without significant blurring as they pass by. Sure there has to be at least some small amount of blur probably, but I don't notice it at all unless I squint or something gets in my eye. As long as I can specifically focus on any one thing in view, there is no blur on what's in focus. There is obviously depth of field, but a game has no way of accurately knowing what I'm looking at so any attempt to replicate that just looks inaccurate.

    • @kylespevak6781
      @kylespevak6781 9 месяцев назад

      Yeah, things aren't really blurry IRL, you're just not focusing on it because it'd be inefficient to focus on everything you see at once

    • @fionyx980
      @fionyx980 5 месяцев назад +1

      Yes and no.
      Yes in the sense that so long as you are completely focusing on an object IRL it will not have motion blur when moving.
      No to your idea that having no motion blur at all would be more realistic.
      You're forgetting the fact that humans _do_ see motion blur on moving objects we are not focusing on, or cannot focus properly on due to the speed at which the object is moving. As such, unless the game has a way of precisely, efficiently, and consistently tracking your eyes and somehow telling the game to not apply motion blur on said object, we can never properly replicate this effect, so it's better just to apply motion blur to everything in order to maintain realism. As pointed out by one of the other replies, the same goes for Depth of Field.

  • @PlayingItWrong
    @PlayingItWrong Год назад +2

    If your frame timing is rock solid motion blur is much more enjoyable.

  • @AnthonyPompa
    @AnthonyPompa Год назад +3

    I think there are good motion blur effects, but most of them don't abide by the rule that motion blur on film uses. I wish more games let you adjust how long the motion blur trails are to fit your frame rate range. Forza Horizon 3/4/5 did this pretty well with only two modes. Higher frame rates don't need as much motion blur compared to lower frame rates. Having a one size fits all approach is not good.

  • @siriusargus6766
    @siriusargus6766 Год назад +7

    I quite enjoy the presence of motionblur in some select games
    like Doom 2016
    or Minecraft with the Sildurs Vibrant Shader
    But i also turn it off in a bunch of other games for visual clarity.
    I definitely try it out before turning it off because it may just be a decent implementation and worth using after all
    Looks like ID Tech is really on the top their game when it comes to motionblur

    • @TyrannoWright
      @TyrannoWright 9 месяцев назад

      Sildur's is a no for me. Too much halos from the viewmodel to be worth it.

  • @Eduardo1007
    @Eduardo1007 Год назад +17

    Your eyes don't pan around like cameras do. You move your eyeballs quick and lock onto whatever you want to look at, and track it with your eyes and neck when it's in motion.
    So motion blur can look like camera panning but thats not how humans see.

    • @mikafoxx2717
      @mikafoxx2717 26 дней назад +1

      Yeah, motion blur in eyes only occurs when we're not following the motion. You look at something and follow it and all motion blur goes away. The problem is that you need 500-1000+ fps to get that, really. Or only add motion blur to what you're not eye tracking in VR, but higher frame rates are preferable and good motion blur costs processing power. Even just the lower refresh of a screen adds motion blur when you track things, because your eyes move constantly and the image only updates here and there, you need it to turn off while your eye pans to where the next frame will be, but adding that blank frame insertion will also cause the background that should have motion blur when following something else to be less blurred and have ghost images instead. You really just need more fps to get more and more natural, and bfi helps with in-motion eye tracking clarity greatly with real world frame rates.

    • @lulu111_the_cool
      @lulu111_the_cool 3 дня назад

      Never moved your head?

  • @arxsoluz5031
    @arxsoluz5031 Год назад +2

    personally I love motion blur, I think it looks nice and makes the game feel smoother

  • @medivhh
    @medivhh Год назад +14

    If I was stuck at 30fps then sure maybe.. but there is no scenario where you can convince me that giving myself a blurrier experience while in motion is a good thing. If its required to be a bandaid solution to hide other technologies flaws then those compensation technologies (dlss/fsr) wont be used by me.

    • @CrazyDoodEpicLeaves
      @CrazyDoodEpicLeaves Год назад +5

      Yeah I'll definitely be using it when I'm under 30 fps (which hasn't happened yet), but when I'm on atleast 60? Yeah fuck that shit, im turning it off

    • @plexyglass429
      @plexyglass429 Год назад +6

      Can give you an easy one. Racing games, where the thrill of going fast is essential you need motion blur to convey the illusion, otherwise it looks incredibly lame

    • @medivhh
      @medivhh Год назад

      Good point. @@plexyglass429

  • @kybercrow
    @kybercrow 4 месяца назад

    I find the "low" setting or a 2-3 on the 10-point scale is usually great. Enough to hide artifacting but not so much that it detracts from gameplay.
    Some might want to push it up to "Medium" or a 5-6, but that's usually too much in my exp.

  • @Tinfoiltomcat
    @Tinfoiltomcat Год назад +2

    I looove motion blur. It really is that finishing touch that sells the illusion

  • @redmimic5532
    @redmimic5532 Год назад +3

    Very well said! Bro, your take on the things in your videos is spot on

  • @malachkah
    @malachkah Год назад +2

    Motion blur in new doom games is good

  • @erictayet
    @erictayet Год назад +2

    Fair point from a visual perspective, but I switch it off so I can aim faster and track the motion of the enemy. Try playing Mass Effect on Insanity with MB, or any eSports title.
    In real-life, your eyes can absolutely see things above 60fps in the Visual Cone on Focal mode, when you turn your head, your eyes still remain locked to the previous object, so it is not a good representation of what's happening in game on a static display. VR is a different story (turning on MB reduces nausea at 90fps.)
    Marksmen have learnt to take advantage of our eyes high refresh rates to aim AND shoot faster. In gaming on a display, we can skip the head turning and eye swiveling to achieve even faster aim/shoot and MB gets in the way because it's actually not natural.
    Oh and my frame counter is only on when I'm tweaking performance. Otherwise it's annoying.

  • @gummycubez
    @gummycubez 3 месяца назад

    2:10 Your eyes fix to a point when turning to avoid this, but when unable to control your own turning this is true. I also say that we are flawed creatures and including our flaws is probably a bad practice in some ways.
    Model blur however is a better look, where things like people, vehicles, and your own viewmodel arms blur because they're smaller objects in our vision that even while our eyes are still actually blur when fast enough.

  • @shApYT
    @shApYT Год назад +10

    In racing games it is a must. Also flare and bloom makes cyberpunk look amazing with motion blur even at minimum settings.
    Motion blur shouldn't be a binary setting. The art director should be deciding the shutter speed or amount of motion blur and tune it for each gameplay/cinematic scenario just like they do in real life.

    • @chidorirasenganz
      @chidorirasenganz Год назад +1

      Ehh for the most part cinematographers aren’t playing around with shutter speed (technically shutter angle). It’s 24 fps and 1/48th of a second for 99% of films

    • @vitalsignscritical
      @vitalsignscritical Год назад +1

      @@chidorirasenganz terrible take you couldn't be more incorrect, Fstops'/Aperture in conjunction with shutter speed all the time along with maybe changing frame rates to eliminate flicker in refreshing elements (ones that generally appear flicker free to a person with a resting heart rate) eg. displays can vary between 25, 24, 30, 48?, 50 and 60Hz upwards, Common Utility frequency can vary from nominal frequency a 50Hz to 60HZ or oscillations of alternating current (AC) in a wide area synchronous grid transmitted from a power station. In large parts of the world this is 50 Hz, 50 Hz frequency tend to use 220-240 V, Americas and parts of Asia it is typically 60 Hz, those that now use 60 Hz tend to use 100-127 V. Since lighting and such things will run at different rates, mismatches with what the camera is set for will cause flicker and some things may flicker anyway do to poor or no voltage control, or age or wear or faulty design. Do you know how distracting these things would be in films and tv in the cases it's clearly not intentional to be recorded like that, like things a simple as street lights could ruin how the shot's supposed to look from the perspective of your screenplay or how it looks naturally to you being there. Plus playing with frame rate, fstop and shutter speed is used other for many sparse effects, Like the flashback used in the opening of Batwoman or maybe parts in SAW where the choppy, stuttery overexposed, saturated look is supposed to give of the feeling of nostalgia/history, truama and inevitable danger, that everything is happening so fast in the moment there's no time to react, like there's no time to do anything other than watch your self be beaten as you try and fail.

    • @chidorirasenganz
      @chidorirasenganz Год назад +1

      @@vitalsignscritical everything you just said is irrelevant to the topic. Monitor refresh rate has nothing to do with the fps of a video. Aperture is not related to motion blur. Occasionally a higher or lower shutter speed is used but those aren’t the norm. Exposure is set with ISO and an ND filter

    • @vitalsignscritical
      @vitalsignscritical Год назад +1

      @@chidorirasenganz No it is relevant. I you understood AC power you can know it can vary from 50Hz 220-240 V, to 60Hz 100-127 V, this is the osculating frequency of Alternating Current or (AC) mains power. Like I said the aperture/fstops is relevant, frame rate, and shutter speed are al relevant when shooting on location as different places with be operating on different electric frequencies places on 50Hz power will mean light bulbs will also have to operate/refresh 50Hz or times a second in accordance with the requirements of the electrical system. Get a camera set up to shoot based 60Hz being the power frequency for the location, like most US and take it to shoot somewhere using 50Hz and your footage with have unusable constant flicker, cause by the lighting etc.
      ruclips.net/video/0kAuDuV9K9U/видео.html

  • @midas_pdro
    @midas_pdro Год назад +2

    In every game I play I enable motion blur, even on high fps scenarios, I think that this just makes the game smother, immersive and more realistic, and I love it.

  • @donatboy
    @donatboy 2 месяца назад +1

    Doom Eternals Motion Blur is delicious at 120FPS.

  • @mkygod
    @mkygod Год назад

    I usually turn it off or put on low. The thing is that many LCD screens already have a minor form of motion blur in the form of slow pixel response times in the 10s of milliseconds. I don't feel the need exacerbate the effect even more.

  • @BaKa60gaming
    @BaKa60gaming Год назад +3

    i think they should make an option to select wish lvl of motion blur you want, not just on and off but like in % if you want 20% use 20 if you want 70% use 70 etc

    • @Gamerhopper
      @Gamerhopper 4 месяца назад

      Absolutly this, i prefer minimum 20% of motion blur, im on ps5 so if there is a slider ill be happy , but on/off is just a bummer 😢

  • @AzzziRok283
    @AzzziRok283 10 месяцев назад +1

    About fps smothnes with motionblur - lie.
    It wont help. It makes it worse at 30 fps.
    Because amound of motion blured frames rises significantly at lower framerate.
    Otherwise said: you sees blured frames often at low fps than on high fps.

  • @dece870717
    @dece870717 Год назад

    I'm 36 years old, PC gaming in the early teen years, Main game I can think of right now that had motion blur with Half-Life 2. For years it was something I never really even noticed or bothered me, and I agree it makes it look more normal.
    I've never tried any of the VR headsets before but I would think it would be a whole lot more natural to have motion blur on with those than not. I do think though that motion blur would be better off for a third-person view game than a first-person.
    Ninety-eight percent of the games I've played over my lifetime would be single player or local Co-op, so that Competitive Edge for motion blur off is definitely something that wouldn't cross my mind. I don't know if it matters but I've also never spoiled and played l games above 60 hertz, so I don't know how that would affect my decision for having it on or off for higher refresh rates.

  • @rodrigofreitas3288
    @rodrigofreitas3288 Год назад

    We really need to test it first as in my experience it creates ghosting in games like GTA. For low frame rates, I would say it's a must as it helps frame pacing appear smoother and less choppy. Btw nice video man, I've subbed.

  • @astjuly8239
    @astjuly8239 11 месяцев назад

    Bad motion blur is such a stigma. I remember watching DF video when they talked about old motion blur (PS2 era) and how awesome they were because they were literally mimicking real world blur and that amazed me.
    The thing is, not gonna lie, some games (exploration, story mode, I am not talking about competitive games) have the need of clarity, like in Genshin Impact that is almost impossible to see a chest, mission hide spot or something small when motion blur is on. And that's because their motion blur is soooooooo strong, like... When you slightly move the camera, the blur is like you are moving your head with max strong and velocity, which actually annoys and freaks up the experience.

  • @fionyx980
    @fionyx980 5 месяцев назад

    I think I know why people tend to not like motion blur in games, despite the undeniable fact that it can majorly improve the smoothness of movement and heighten cinematic quality in gameplay:
    I think it's because the default for motion blur in most game engines like Unreal and Unity tends to try to mimic cine-camera levels of intensity, a thing which only looks normal and good at low framerates like 24/30 fps which are in console games. In contrast, the motion blur we see in videos shot in higher framerates like 60 or 120, or the motion blur we naturally see in our eyes caused by the physical movement of objects being too fast for our brain and eyes to properly focus on and process clear detail, is less pronounced and only noticeable when we are intent on searching for it.
    As an aspiring game dev, I would implement these two following options into my future project's graphic settings:
    1: Instead of giving the player a on/off togglr for motion blur, Give the player a motion blur intensity slider, scaling from high to nearly non-existant. Providing the player with proper control over the level of length of the trails caused by motion blur can help alleviate any potential motion sickness/visibility issues whilst still keeping the game's movement feeling smooth and natural.
    or
    2: Don't add a motion blur intensity slider, but instead program something like a "Dynamic Motion Blur Intensity Factor" that scales either up or down with the target fps;
    the higher the target fps rate, the lower the motion blur intensity, and the lower the target fps rate, the higher the motion blur intensity.
    I personally think that a blend of both would be best. Like for example, the player sets their target framerate to 30. Automatically, the game adjusts the intensity value on the slider to the most ideal level for the framerate, but it can then be adjusted by the user if they feel it is either too little or too much.
    By default, I think the intensity should be set at a factor that noticeably smoothens gameplay, but isn't so noticeable that it obstructs the players view to a drastic degree.
    If this became the standard practice for both indie and AAA game projects, I think that the hatred for motion blur amongst gamers would become pretty much non-existent.

  • @ghostt5135
    @ghostt5135 2 месяца назад +1

    Motion Blur on pc i can say help when you dont hit 60 fps make to feel that 45 50 55 fps more fluid but in rest make me feel like i am on the middle ocean on a ship and its a big storm outside....so yea help on console and some case on PC.

  • @niko2002
    @niko2002 Год назад

    The reason I like motion blur is fluidity and like you mentioned, in some cases it can hide flaws. I generally keep motion blur on because most of the time, I dont play competitively.

  • @Nexowl
    @Nexowl 11 месяцев назад

    In cinema at 24 frames, you will expose the sensor for 1/48th, and for 60 fps sports footage, you go for 1/120. The lower the shutter speed number, the more motion blur it will add.
    Now we use this approach for gaming. Let's say we play a very well-optimized shooter and get around 150 fps. The perfect shutter angle would be 1/300, which would make it almost impossible to recognize motion blur since it adds very little. Then you play a 30 fps-capped game on the console, which, as you said, would benefit the most from motion blur.
    So in theory, to get a perfectly smooth experience, you can disable motion blur without quality loss if your fps are high anyway, right? So why do developers add so much blur in their graphic settings?
    I think the main reason for this is the limitations of our computer screens. Most people play on a normal 60Hz screen, which means you can only see a difference in visual smoothness unti 60 fps. So it absolutely makes sense to add motion blur since most people can't see those high framerates anyway.
    So in short, I would totally disable motion blur when I'm playing 200 fps doom on my 240 Hz monitor since it makes no difference, and I would enable it if I were playing an 80 fps game on a 60 Hz monitor.

  • @serenitynow6513
    @serenitynow6513 22 дня назад

    I've been told to turn it off in games like BF2042 and Cod. Weird thing is I turned it on to test and suddenly in both games my kills went up dramatically , I could easily track targets and kill them no problem. It makes me wonder if RUclipsrs are telling us to turn off settings so they get the advantage.

  • @nsPask
    @nsPask Год назад

    It's kind of incredibile, but right about two days ago I started playing cp2077 with motion blur on, after a reset of graphical settings put it on automatically. I don't like it at high, but low MB looks fine, and smooths out some of the imperfections you mentioned. Nice vid!!

  • @Maitreya3001
    @Maitreya3001 Год назад

    Thank you for talking about the things that others aren't. We need to talk more about the things that everyone else takes for granted or don't think about.
    About Motion Blur: I have learned more from your video and might give it another shot. Will depend on the game tho of course.

  • @toastken7492
    @toastken7492 Год назад +1

    Not all motion blur is the same, some games use full screen motion blur meaning it adds blur whenever you move your mouse so it looks bad like smearing, while other games have per pixel blur which only blurs certain objects in motion regardless of mouse movement this can add the sense of speed or fluidity

    • @captainjimo
      @captainjimo Год назад

      I agree. Full screen motion blur is awful, but per pixel is ok (depending on taa implementation)
      Because if taa has a lot of blur it doesn't matter how you made the motion blur

  • @Abyss-Will
    @Abyss-Will Год назад

    It's also cool when games let you choose between motion blur levels, a slight motion blur may be cool while a extreme motion blur can be super annoying and some games just have extreme motion blur

  • @UserNamesAreObsolete
    @UserNamesAreObsolete Год назад

    My reason for disabling DoF and Motion blur (and often bloom too) ASAP: It induces a migraine for me. My eyes do the same thing by themselves and any added effect is just over the top.
    So I hope they will either stop adding the effects or that we will still be allowed to disable these settings in the future.

  • @ytmandrake
    @ytmandrake Год назад +1

    Motion blur does not look good in any scenario, however it greatly improves motion perception - so called smoothness. When the game is locked to 30 or 60 fps, motion blur is a must to get the illusion of smooth motion. With motion blur on, when playing at 60 fps, the smoothness feels the same like when you play at 144 fps without motion blur. There is also radial motion blur which is different from motion blur, and this can enhance visual quality if implemented properly in game.

  • @dragojess
    @dragojess Год назад +1

    If you tone it down a bit I don't mind motion blur, it's just always so strong and messy in a lot of games

  • @mxgamerprov3767
    @mxgamerprov3767 Год назад

    It depends really on what type of game you are playing. For single person gameplay it's fine and could improve choppiness and performance. It can be used with upscale to "blur" trails that look quite bad tbh.

  • @ScottX68000
    @ScottX68000 Год назад

    I usually use motion blur in racing games as it helps to give a better sense of speed. For other stuff I enable/disable on a game by game basis.

  • @certs743
    @certs743 Год назад

    For me I find some games just the way it is implemented is over the top. And some games only give you the option of it on or off. I like that some games allow you to adjust the intensity of the effect and tone it down a bit instead of requiring that you set it either on all the way or off.

  • @oldflipgamer
    @oldflipgamer Год назад

    I personally start with it off and then depending on either the fps I get or how I perceive motion I may turn it on. Games at least for me don’t always look the same as far as motion at a given frame rate. You also have to take into account ghosting that your monitor may have.

  • @computingnerd7005
    @computingnerd7005 Год назад +1

    For me, I prefer having a low amount of motion-blur on mostly RPG games, where details aren't necessary to see constantly and slow-paced gameplay is the most engaging, for other games where it's faced paced and you need to see details (e.g. esports) then I prefer it off fully. For me I much prefer the way that motion blur forces me to be able to appreciate the slower aspects of RPG games etc, where if I was darting around fast as heck then I lose the ability to enjoy just the stunning scenery that the developers purposefully built up for the players, it makes me just feel a lot more thankful for the moments outside of combat and such where I can just immerse myself and build up proper memories/experiences within the media that the artists put so much care into. Honestly, in the end I think that life is about experiencing all different forms of media and sharing your own experiences, stories, etc (your own media) to others as well.

  • @vince8245
    @vince8245 Год назад

    I feel like the lower the frame rate, the more you benefit from MB. (depending on the game)
    If you play a "fast-paced" game in 60fps with MB turned off, it'll look like a slideshow, a bit unpleasant (at least for me).
    Now you lift the fps up to like 120/144 and enable MB, you'll find it to be a bit "annoying", or should I say, sketchy.
    Then you turn MB off and realise not only everything's cleaner, but during the fastest actions you'll still see "blur" where your eyes are not focusing > you get your natural motion blur.
    So I get why some people are fighting against this feature, but it is actually more useful for some people or some occasions than it is for others.

  • @kaisokusekkendou1498
    @kaisokusekkendou1498 Год назад

    I wonder if there could be benefit in creating a situationally dependent motion blur.
    What I mean is.. areas of the screen will apply motion blur, as they would be points of naturally less focused by the view, while main focal points are have the least/none.
    So peripheral vision, areas that are not critical for the game, etc, would all have motion blur, while the center and specific targets (high importance in-game entities) are rendered without blur.
    For the highest amount of immersion, use eye-tracking to know where to place your radial "non-blur" area.
    Has anything tried this yet?
    I've seen some "depth of field" blurring in some games with scopes or zooms, but I wonder hiw hard it would be to code partial screen motion blurring.

  • @MarvoldX
    @MarvoldX 10 месяцев назад

    tbh i am one of the biggest fans of motion blur, as i always turn it on in games, and i used to play CSGO and with it ON
    "before they ruin the option that doesnt work and now removed"
    it really gives a nice touch of smoothness, and yes i am at 144hz yet i prefer it ON in everything
    and searching to add it through filters sometimes
    idk whats with the hate to it,, i bought my monitor containing some motion blur as it makes it looks better for me

  • @AlexandruMardari
    @AlexandruMardari Год назад

    Outside of racing games - even per-pixel motion blur is at best distracting, and at worst dizzying. I always give it a try, but always end up disabling it.

  • @Rascacio86
    @Rascacio86 Год назад

    With my eye reflexes when I turn my head I don't see blurring in which makes the game blurring unrealistic for me.

  • @DemonSaine
    @DemonSaine Год назад

    Spider-Man ps4’s motion blur always stood out in particular to me on how good it looked it 30fps.
    Doom eternal at 144hz+ with motion blur on only makes it feel smoother than without it imo

  • @brunogm
    @brunogm Год назад

    Less than 40fps is needed to simulate movement correctly. But above 50 the sheer amount of frames have natural motion blur.

  • @sworddice
    @sworddice Год назад

    motion blur, dof, chromatic aberration, lens flare, vignetting, they are actually good features. what caused them having bad reputation is because of how they were implemented. types, layers, intensity etc rarely put into consideration.
    like motion blur i would love them to dynamically change based on environment eg; completely turned off during combat, medium when there are important/lootable objects highlighted around(when you pan your view your surrounding gets blurry so these glowing highlights looks clearer in contrast), minimum or medium during exploration and during interaction with non-combative npc, and normal if your fps drop below monitor refresh rate to mask the jitter and stutterings. similar to fov changes during exploration, combat, npc interactions, vehicle/mount.
    we need more dynamic control or option for these settings. even the holy grail of RTX cards which is ray tracing sometimes look worse than rasterized. certain spots are too dark, and some too bright. while shadow/lighting via rasterization were being checked by devs if they conflicted(like accidentally hide something important or interesting) with surroundings and objects. would love to see if it can co-exist with only shading from ray tracing.
    the point is, it's video games, not movies. they don't have to be 100% realistic tho realism is good to have, it's not mandatory to make the game looks beautiful and fun.

  • @Greybell
    @Greybell Год назад

    Motion blur on a stable 60fps (or higher) tricks you into thinking it's a higher fps (at least for me). But I dislike how it looks on 30fps cap because the blurring smears everything too much, especially when you're in high action scenes where you're supposed tobe to be able to focus on your enemies and the surrounding. There should be a motion blur shutter speed changer so it's not dizzyingly blurry.
    This is pretty technical 30 fps game with simulated 1/60 sec or 180° shutter motion blur could work well with low to normal speed scenes, but it should dynamically change to faster shutter speed (like 1/120 sec or 90°).
    TLDR the motion blur intensity should change dynamically when in high action scenes, and increase it for slower scenes. Or just provide us a slider for that.

  • @DanielClear2
    @DanielClear2 Год назад +15

    The problem is we don't move our eyes the way we do in games.
    - Our eyes actively avoid motion blur by constantly locking onto things and move only when necessary, instead of smoothly moving.
    - Head movement does not equal to visual movement.
    - Our neck acts as a gimbal to our eyes.
    So no, motion blur is not the natural way we see things in real life.
    Want to test this? This will get very tiring and nauseating.
    - Our eyes can lock onto single objects smoothly. Try locking onto something like a metronome without moving your head.
    - Our eyes fixate on center when there's nothing to lock onto. Try spinning yourself on your chair while looking straight. It's not fun (although spinning itself may be, heh).
    After everything else, we don't need most of the post processing effects, because we already look at the screen with our own eyes!
    Like bloom, for example. I'm already astigmatic, everyhing is bloomy to me. I don't need another effect.

    • @dex2531
      @dex2531 Год назад +4

      Exactly. Our eyes aren't cameras that create a film/video effect of motion blur. When playing games like FPS, it's to mimic our perspective of viewing from our eyes. Actually the second most hated effect: film grain effect, which is also something I immediately turn off.

    • @davids7646
      @davids7646 Год назад +2

      camera motion blur might not be realistic but objects movement is definitely realistic. just move your hand a lot and you can never lock on to it without looking blurry.

    • @conyo985
      @conyo985 Год назад +1

      Motion blur is for cinematic effect. So it's good for gamers that want that look. But for pure gameplay aspect it's a huge downside. In my case it's a per game basis. In single player titles I turn it on. If it's a game that needs millesecond responses and has twitch gameplay, motion blur needs to be off.

    • @hinchlikescake7592
      @hinchlikescake7592 Год назад +1

      Basically this. Problem with effects like this is that its trying the chase the filmic look with camera effects and such. Things like chromatic aberration, depth of field, film grain and to a lesser degree lens flare. That may add some artistic flair but is also fairly unrealistic. Motion blur especially. And doesn't make much sense to turn that on with HFR as you're just adding blur to it, destroying motion resolution in the process and clarity.
      Maybe for cinematics its fine, but for controling and panning, in-game its horrendous (imo), and should only be used for low frame rate; 30 or below. I find it quite nausiating after a while for a games that require a lot of fast camera movement and/or panning.

    • @WitchLuna7
      @WitchLuna7 Месяц назад +1

      ​@@hinchlikescake7592 Per object motion blur is 100% realistic, it's not trying to simulate cameras. Animations lose all of their impact without motion blur.
      Blur while panning the camera is more objectionable, but personally I think even 60fps looks choppy without it. 120+ looks fine without it.
      But if you're competitive, sure, turn it off for maximum clarity.

  • @shuramixu
    @shuramixu 2 месяца назад

    Friend, how about it, but what happens if other games do not have motion blur implemented in the menu? What I did for these cases was to move 1 meter away so as not to feel the lack of frames and to feel fluid.

  • @distortedkid123
    @distortedkid123 Год назад

    I'm surprised you didn't mention DOOM's high quality motion blur in this video. id Tech does a really good job implementing motion blur in their games.

  • @TheEmolano
    @TheEmolano Год назад

    I have been tainted by NFSU motion blur. Now the problem is that I assume all motion blur is the same and don't even look at it anymore

  • @foufoufun
    @foufoufun Год назад

    It's just that your motion blur needs to match your frame rate. It doesn't make sense to have strong motion blur on high frame rate because a camera running at a high frame rate will have a short shutter speed and thus less motion blur but it's still there. Unless you're running your games over 100 fps, it'll always look slightly choppy without motion blur.

  • @honoredshadow1975
    @honoredshadow1975 Год назад

    When any game is 60fps locked, I use motion blur. It 'knits' the limited frames together better so they are less jarring. Works well on a LG C2.

  • @Willicur
    @Willicur Год назад

    I always turn on motion blur on single player games, i never understood why people hate it so much, it makes it feel smoother and more cinematic to me

  • @Rusty254
    @Rusty254 Год назад +3

    Well implemented motion blur is amazing, but most games don't implement it well. Naughty Dog and Insomniac have some of the best implementations of motion blur. I played Ratchet and Clank 2018 at 30fps with minimal annoyance because the motion blur was so well implemented, but I uninstalled starfield because the motion blur wasn't that good imo which made the 30fps not standable.

    • @mardy3732
      @mardy3732 Год назад

      Rachet and Clank is the smoothest 30fps experience I've ever had. That might seem like faint praise but the low framerate genuenly didn't bother me.

  • @ahmed_x5597
    @ahmed_x5597 Год назад +1

    look meanwhile i am playing ghost recon wildlands and the game is beautiful especially with reshade mods but the AA in the game is so bad and even temporal AA is bad but by putting AA to temporal and res scale to 1.30 of 1440p and turning on motion blur damnn the game has perfect AA

  • @Ryan-ct3rv
    @Ryan-ct3rv Год назад

    The quality of the motionblur varies greatly game to game, that's why I don't automatically turn it off, only if it looks bad, which too be fair happens far too often

  • @Zakmakoto
    @Zakmakoto Год назад +1

    Depends on the type of game really, motion blur in FPS, competitive and action games can be distracting, but in a RPG it's acceptable.
    It's mostly an heritage from the console version that runs at 30fps to mask the low fps judder during camera travels, but those who use PC versions at high fps and close to their monitor disable it because it can be very distracting, like camera shake, oversaturated HDR, low FOV for instance: not all "natural" or camera rendering effects are comfortable to see in a game.

  • @MEOWNIST
    @MEOWNIST Год назад +1

    me with ultrawide va monitor 😎 no need motion blur, its always blur🔥🔥🔥

  • @antoniomqzfdz
    @antoniomqzfdz Год назад

    My problem with motion blur is that in most games is too strong, I would like to try the starfield one. I have myopia and astigmatism and when you move the camera with motion blur on is as blurry as I see in real life without glasses, but if I use my contact lenses I don´t have any blurry effect.

  • @wierdsnake
    @wierdsnake Год назад +1

    Why do I always turn it off? Because my old box can't handle it. Games run smoothly without it, an with it I might as well be watching a blurry slide show. Running on 1500 to 4500 DPI on my mouse depending on the game every frame with motion blur is the maximized blur at all times. Without motion blur in CSGO if I wanted to make a 90 degree snap on a dude, moving that fast is already a blur.
    2:25 It doesn't look realistic. Because when you focus on something even while in motion you don't perceive it as blurry. Things in your peripheral look blurry. If you were driving and Focused on the still Pedestrians they wouldn't be blurry, only if you weren't focused on them would they be blurry. So unless the game is adjusting the blur to match where the player is looking with retinal tracking its going to look unrealistic and shitty. The car not being blurry would work for a movie, not a game. It says "HEY DUMB ASS LOOK AT THE CAR AND NOT THE ROAD OR THE SCENERY"

  • @Dewm_
    @Dewm_ Год назад

    One argument against motion blur for streamers specifically, is it tends to difficult to compress properly. So if you're streaming on something like twitch, a simple turn can result in a messy pixel-y image, as the bit rate isn't able to keep up, where a simple translation would have been handled far better.

  • @CharlesVanNoland
    @CharlesVanNoland Год назад

    Haha, I thought "game setting" in this vid's title was referring to environment/place. Like, is an empty planetscape the most hated setting in a game? How about an empty procedural desert? Maybe underground snaking catacombs? Underwater areas?

  • @walter_marcus
    @walter_marcus Год назад

    you already have montion blur on LCD panels and yes its a disadvantage of LCD technology, motion blur was mainly made for CRT monitors cuz it has no motion blur and looked artificial, all you got was the phosper trail behind every moving objects so they added that into games to make it look better. that is why you dont use motion blur on games if you have a LCD display and if you do it will be a blurry mess. you can check this by using 1ms motion blur reduction option on and off if you have that feature on your monitor doing a UFO test, if you have it on it will make the ufo look clear and sharp while when you turn it off it will look like its smeared on grease. OLEDs also dont have this problem because it also has no motion blur like CRTs so you need to use the ingame motion blur for a better experience.

  • @faridayasmin1701
    @faridayasmin1701 Год назад

    Ive had the same experience, turned motion blur on while playing starfield and now i've done it with cyberpunk. It looks so much smoother, now i cant imagine going back!

    • @zdspider6778
      @zdspider6778 Год назад

      Because it's a poorly optimized game. It hides the bad frame rate in areas where there's a high polygon count, like in cities.

    • @faridayasmin1701
      @faridayasmin1701 Год назад

      @@zdspider6778 true sadly, but the point still stands

  • @gaijinkuri684
    @gaijinkuri684 Год назад

    I love low motion blur in Monster Hunter rise, looks really cool when using wire bugs or drifting on your doggo.

  • @CharlesVanNoland
    @CharlesVanNoland Год назад

    I always liked properly implemented motion blur, which entails rendering out velocity buffers during the original base bases for the G-buffer. The Source engine didn't do this, it just had camera-movement based motion blur, but objects flying around or characters running by, those didn't have velocity vectors computed that could then be used to apply a blur across the whole screen. I think what some people might like, who don't enjoy motion blur, is just velocity buffer motion blur while not having camera motion blur. I am not sure exactly how this would work when the camera is turning past a fast-moving object, it might be kinda funky. I feel like low framerate is more distracting without motion blur. Ideally we'd have infinitely smooth FPS, and motion blur wouldn't be necessary, but we don't have that. If you're

  • @TheMightyDrake
    @TheMightyDrake Год назад

    I once activated motion blur after getting a 144Hz monitor and it looked pretty nice. I never took the time to test it on every game, or either turn it on or off, though.

  • @darktitan8085
    @darktitan8085 Год назад

    The reason i dont like motion blur is what you're talking about here, i dont like things to be realistic or natural in every single area. For me, my immersion isn't based on realism, i can be immersed in a bethesda game running old ass creation engine, it need not be a ground breaking game.
    So when I'm like driving or something irl, I'm not interested in noticing every single detail everywhere, and i cant do that either, and its not necessary or make anything better everytime.
    In a game though, where the environment is catered to, where you're put in a specific environment, where the devs have put effort into designing the world etc, i kinda want to see things around, even if its not particularly improving or making everything better. My focus is on the game, my vision is limited to the display, not my character's eyes or something so i feel its fine.
    Now i haven't really played any modern games to speak, but from my time with gaming, i like to turn it off because of what I've been saying, even if it makes things worse. I also saw one comment about how not every motion blur is not nicely done and that is true, some games are much worse in that regard, but either way i prefer it turned off. You provided a new perspective to me about motion blur, thanks for that. Idk if I'll appreciate it more moving on, if i play games again, maybe i will, maybe i won't, but this video was pretty good man, thanks for that.

  • @ainanomena9276
    @ainanomena9276 Год назад

    I just wanna say this video really changed my perspective on a good gaming experience. I tried motion blur on with a few games after watching this, and after a few minutes of experimentation, it just felt so good I don't know why. I kept motion blur off all the time because people would quite often advise against it but man I've been missing out on something. It's worth to note
    that fake motion blur from reshade is better than many games default MB though, at least from what I've seen.

  • @mitmon_8538
    @mitmon_8538 Год назад

    To me, motion blur on most games feels weird. Almost like visual latency. If there was a really quick end to motion blur when you stopped moving, I wouldn't mind it as much. But if I'm scanning my surroundings a ton looking for something and the motion blur makes that process difficult, it gets turned off.
    And I don't know if I'd call motion blur natural. I think our brains turn off "seeing" things when we look different directions, or we blink to help this process. I don't think our eyeballs are peeled and our brains interpret every aspect of the world in motion in front of us.

  • @Alepap.
    @Alepap. Год назад

    Motion blur can make a game look cinematic, but it also makes it smeary. If you can do 144hz and above there is no need for motion blur, you are getting both smooth motion and clarity.

  • @mck8292
    @mck8292 Год назад +2

    Personnaly, i think every game that include motion blur should have separate settings for camera or object motion blur and let you adjust the strengh of the effect
    Like in Borderlands 3 it really enhance the animation work to put object motion blur on BUT you can use it without the camera aspect of it and play without putting insane blur on the camera which is awesome for keyboard and mouse player ^^
    And the strengh is sometimes too strong, specially on Cyberpunk 2077 where the effect is extremely aggressive at lower frame but pleasing and subtle at higher frame rate

  • @konstantinlozev2272
    @konstantinlozev2272 Год назад

    I have turned low motion blur in Cyberpunk 2077. The issue is that in many games its just too aggressive.

  • @Viking_Cookie
    @Viking_Cookie Год назад

    I like the look of good motion blur, I think the issue is the same with some depth of field effects in first person games though. By treating the game view as a camera you're assuming that the person is looking where the character is looking, which isn't always the case. This works better in movies where focus and motion are used to direct a person's eye to a particular character of area of the screen, but where you're in an open world game where there is less direction as to what the player should be looking at to enable greater freedom, there can be a difference in terms of what is kept in focus or unblurred and where the player is looking. Motion blur works really well in third person racing games to remove choppiness at the edge of the screen where relative motion in screen space is higher which could cause the visuals to look less smooth and could distract you from looking where you're driving. I like the look of motion blur and film grain in Cyberpunk, but yeah for a twitch shooter like CSGO you want the image to maintain coherence in motion. I tend to play with motion blur on in non-competitive games and only turn it off if I think it looks bad, rather than just disabling it straight away.

  • @Gosu9765
    @Gosu9765 Год назад

    Motion blur used to be uniform blurring of the entire screen skewed to the direction of camera movement. Nowadays with per pixel blur (only objects that are moving are blurred) it looks completely different. For fast paced shooters - sure, I want it off for the slight advantage this offers. For anything else tho it stays on.

  • @FDx8500
    @FDx8500 Год назад

    I use motion blur on guns in warzone, it helps me keep the focus on the Target and environment to see players.

  • @abdulazizsaad6812
    @abdulazizsaad6812 Год назад

    thank god I found your channel I've watched two videos and I can say you will be the next Linus tech tips all the best man

  • @alexmack7610
    @alexmack7610 Год назад +4

    Yes, dude, yes! Finally a smart take. As someone who works with cameras and is obsessed with motion rendition, I have to say, you're one of the only ones to get it right. Often people automatically think the word blur must = bad (who wants blur?), but actually, its essentially free fps if you're rocking 60 fps or lower. The game devs just have to be smart about it and implement 180 degree blur, not 360 (i.e. just like cinema).

    • @Seacat17
      @Seacat17 Год назад

      Games shouldn't be cinematic.

    • @alexmack7610
      @alexmack7610 Год назад

      @@Seacat17 Then it really comes down to a matter of semantics - i.e. what do we mean by "cinematic"? Cinema in the context here is the time tested language of the film camera, going back a century. Certain things worked (like 180 degree shutter), and persisted over time. We don't want to play a game at 24fps - but why did 24fps work as the minimum acceptable framerate in the first place? The key is 180 degree shutter. Using a lot less film, they were able to convey adequate motion data in each frame thanks to this blur side effect (resulting from leaving the shutter open). More frames in games is always better - but what if one can't get enough frames (pathtracing etc.)?

    • @Seacat17
      @Seacat17 Год назад

      @@alexmack7610 then don't use path tracing, lol. There are lots of techniques to create a stunning-looking game with real-time lightning but without path tracing.

    • @alexmack7610
      @alexmack7610 Год назад

      @@Seacat17 In that case, it comes down to preference. But I really like path tracing myself, and I want to try it early in playable form (while others may prefer to wait until its more practical).

    • @Seacat17
      @Seacat17 Год назад

      @@alexmack7610 Then we have to wait until everyhone on this planet will have something like RTX 4090.

  • @AdrianValenciaYT
    @AdrianValenciaYT Год назад

    That ghosting effect in Ray Reconstruction is caused by DLSS upscaling because you're using the Performance setting. It is upscaling the image from 720p up to 1440p, and it's just natural that RR can't define what's what properly. If you turn it down to Quality or just DLAA, then RR might do their thing. A 4090 struggles to do this as it's meant to, don't blame on RR. 😅