https://en.wikipedia.org/wiki/Saccadic_masking

Moderator: GZDoom Developers
Fair enough. Also blur occurs in normal human vision, but it has nothing to do with the fake, extreme, blur generally seen in video games.dpJudas wrote:Motion blur is different than those other effects in the sense that it is trying to fix a specific aliasing problem. As Nash already described, it helps a lot at lower frame rates. Even at higher ones it does make the movement feel more smooth, but it comes with the price of a less crisp scene.
Thanks for clarifying. Now that you mention it, there's a way to post process renders in blender using that technique.dpJudas wrote: Newer and more advanced motion blur algorithms uses both the depth buffer as well as motion vectors for each pixel. In those the stuff further away will blur less and things moving same way as the camera will too.
You are right that true exact motion blur can only be done by rendering lets say 10 frames (the more the better) and average the result.
All I can say then is my visual cortex is in serious disagreement with the artistic vision of the vast majority of developers.dpJudas wrote: Of course I don't doubt that most implementations probably exaggerate the effect to make it more visible. That's where the "artistic" part of it all enters the picture. But originally the point was to make all movement feel more fluent, as if you had a much higher frame rate than you really do.
For me, it's because I'm looking at a screen/monitor. Even if I'm totally immersed in the game, my brain is expecting the kinds of effects that are produced by a camera to view on a screen (bloom, lens flares, etc). There's certainly something to say about the effects' quality and subtlety, but if it's completely absent the scene looks flat to me. I'd presume my expectations would be different with a VR headset, where it's not supposed to be like looking at a fixed screen. But with a screen, it just feels more natural to me to see screen-related effects, even if the viewpoint is supposed to be through a character's eyes.sinaptica wrote:I cannot for the life of me understand the fixation some FPS game developers have to introduce these kind of effects (lens flares, liquids splashing into a transparent planar surface in front of the character, motion blur, etc...) into what's supposed to be the character's viewpoint.
Spoiler:Of course there's the caveat that this only looks good for high framerates beyond the refresh rate of the monitor, and that's the use case I'd like to be considered for this feature request. For masking of low framerates, something like Pixel Eater's angular motion blur shader would be more appropriate.
You might want to check out NVidia's Fast Sync option if your hardware supports this. (Another question would be if GZDoom supports this. It does work with Adaptive Sync very well, anyway.)Caligari87 wrote:... as there's literally 10x my monitor refresh rate which could be used to temporally smooth the experience instead of going to waste.