I kinda miss the days when every character in a ps2/3 game was like The Flash, leaving a long blurry trail behind them. No actually, I really don't.
All this talk about "necessary", "useful" per-object moblur concerning fast moving single objects is worthless applied to full screen motion blur. People don't hate per-object motion blur. They hate fullscreen motion blur.
"Final Fantasy Type-0. I wanted to throw up almost immediately."
"Fable 2. The fake blur when you swing the camera made me sick and I couldn't play it."
"Final Fantasy Type Zero HD is the only one to actually make me kind of sick. The motion blur while moving the camera makes me feel like dizzy in a way no other does. It's so unpleasant that I can't even play the game anymore. I can usually deal with semi choppy camera panning, but that extra blur makes me feel like I am on the teacups at Disneyland."
"Type 0. Had to plug the hdmi into the computer"
"Battlefield 4 made me feel sick. That blur and movement effects where disgusting :S"
"Original Shadow of the Colossus: huge motion blur with very low framerates."
"Jazzpunk - Abysmal FOV, camera bobbing, motion blur AND unresponsive ice skating controls. I could finish SotC, but Jazzpunk was too much."
"Sounds like FOV to me, especially when you mentioned Half-Life 2. Sometimes it's a combination of motion blur and FOV"
I don't understand how motion blur can make someone feel sick?
I started toying with shadertoy yesterday. One motion blur shader by HLorenzi provides a very nice test for motion blur at different refresh rates. It turns out, even 60fps benefits from properly implemented motion blur, and even 15fps can depict smooth display of motion compared to its non-blurred part.
https://www.shadertoy.com/view/XdXXz4
Click on the webGL window to hide certain columns if you will. I couldn't believe that right-most column was actually 15fps. Some of you will notice the second circle has smoother motion compared to the first circle, both run at 60hz.
The advantage of 60fps motion blur is, the supposed exposure time has to be lower so there's less motion blur, so the overall loss of image information is smaller too, compared to 30fps. It seems to remedy theghosted trailsstrobing (thanks, that's the word I was looking for) problem inherent with finite amount of temporal samples with an exposure time of "instant", and replace it with a nice gradient that simulates motion on a continuous line instead of the object "jumping" between positions. Obviously you'd need much less of it for 120hz and probably not at all at 240hz.
One possibly explanation is that people who appreciate camera-effects are more balanced people and can accept games with and without post effects - they're not obsessive nor radicalised against different art styles. It's only the anti-post group that are emotionally invested in their computer game visuals to such a degree that they can hate a choice of art style and bitch about it constantly long after anyone cared to listen.By the way how many people are complaining about the lack of strong full screen or per-object motion blur effects in this game? I haven't seen hateful people demanding he inclusion of those heavy effects in the game, have I?