This thread isn't about whether moblur exists in nature or not. It's a discussion about how well the techniques recreate motion blur when it does happen, which basically means applying it without artefacts.Not really.
This thread isn't about whether moblur exists in nature or not. It's a discussion about how well the techniques recreate motion blur when it does happen, which basically means applying it without artefacts.Not really.
I am really intrigued by the SSR in those driveclub reflections. As MB is usually done as a post process, it blurs the entirity of the moving areas, which would incorrectly blur the reflections along with the asphalt texture, here though, the asphalt is blurred, while reflections stay sharp. Very good results.
"The best" is hard to define because everyone has different opinions on how strong the effect should be in the first place. But if we want to speak objectively, i don't think there's a better implementation in a game than Driveclub photomode (which isn't real-time, but that's another discussion), maybe next-gen material?
Yep. Photomode in Driveclub is using accumulation to handle every applicable problem.Your 4th picture shows how shadows also behave correctly. Makes me think their photo-mode solution is just brute-forcing this by acumulating multiple frames into one pic and calling it a day.
To see why this is a fallacy for gaming, do the very same experiment but then repeat it with the hand moving with the same velocity from one side to the other. Notice that the hand now does not blur. For blurring to work you HAVE TO know what the viewer is looking at. And current systems can't which means even a theoretical ideal algorithm will produce unnatural effects. Is a player looking across the street looking straight ahead (traffic blurred, background not), or following cars with his eyes? And is he following the traffic from left to right, or from right to left?Our eyes also blur the images we process, the easiest way to test that is waving your hand in front of your face like an idiot (or... John Cena?). You lose all that information no matter how hard you try to capture it and cameras are actually much better at filtering out motion blur at very low shutter speed (they effectively handle changes in light much faster than our eyes can).
Some examples
It's only unnatural if you consider the game view as your eyes instead of a camera. AFAIK pretty much all developers turn off MB in VR applications and not just for performance or aesthetics.To see why this is a fallacy for gaming, do the very same experiment but then repeat it with the hand moving with the same velocity from one side to the other. Notice that the hand now does not blur. For blurring to work you HAVE TO know what the viewer is looking at. And current systems can't which means even a theoretical ideal algorithm will produce unnatural effects. Is a player looking across the street looking straight ahead (traffic blurred, background not), or following cars with his eyes? And is he following the traffic from left to right, or from right to left?
While blurring is a naturally occuring phenomenon, that doesn't mean it can be simulated in games. Like DOF effects, the moment the player looks at something else than the game designer expected, the experience is jarringly unnatural.
..but because it, regardless of implementation, causes unnatural effects.It's only unnatural if you consider the game view as your eyes instead of a camera. AFAIK pretty much all developers turn off MB in VR applications and not just for performance or aesthetics.
Games pretty much always casts the player as the "doer". Not as viewer of an optical recording of something that happened. There is no camera, either actual or conceptual.
If unnaturalness is the problem, the it can also be argued that lack of motion blur ALSO produces unnatural effects...but because it, regardless of implementation, causes unnatural effects.
Games pretty much always casts the player as the "doer". Not as viewer of an optical recording of something that happened. There is no camera, either actual or conceptual.
If unnaturalness is the problem, the it can also be argued that lack of motion blur ALSO produces unnatural effects...but because it, regardless of implementation, causes unnatural effects.
Games pretty much always casts the player as the "doer". Not as viewer of an optical recording of something that happened. There is no camera, either actual or conceptual.
Is that mo blur or spatial weird blir - this game has a lot of effects!