Just a little amusing and not that surprising.

  • Dagnet@lemmy.world
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    11 hours ago

    Good motion blur is actually pretty decent but games seem to always use shitty implementations, had to use reshade for it

    • egregiousRac@piefed.social
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      7 hours ago

      The problem with motion blur is that game developers look at the basic physical cause of it, think they understand it, and then implement it.

      Motion blur shows the motion that occured while the camera was capturing a frame. Game devs tend to interpret this one of two ways:

      1. Apply blur from the last game frame to this frame. This makes motion blur change length depending on frame rate, which makes stutters impact the rendered frame visually.
      2. Go for a ‘cinematic’ look by making the motion blur show the last 1/24th of a second of motion regardless of actual frame rate.

      In reality, most cameras aren’t capturing data 100% of the time. Film cameras couldn’t because they needed to move the film. Most movies are only capturing a frame a quarter of the time or less. A proper implementation is like design 2 but with it set to 1/96th of a second or even shorter for action games.