A comparison of motion blur implementations *spawn

It seems like the moblur used in Quantum Break doesn't meet the standards of L. Scofield

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Direct feed screenshots from gamersyde: http://gamersyde.com/news_new_screens_of_quantum_break-17617_en.html
Those look like Ubisoft-style "direct-feed" screenshots. But as Shifty said, the motion blur seems intermixed with the "time breakdown" effect so it's hard to tell where's the MB acting bad and what's just another effect.
 
It could also be their TAA
Does anyone have high quality screens of Quantum Break? I played it at a private MS event a few days ago and the blur was really unnerving. I initially thought it had to do with the sub-HD resolution, but when standing still everything appeared to be much smarter. It's some kind of temporal blur because on characters it produced a lot of ghosting. Which is really a shame because the 2014 footage had extremely high quality motion blur without the blurring of all detail, and the ghosting artefacts. It was comparable to the order with regards to the CGI-look. Now... with all the low resolution reflection flickering and unstable ambient occlusion, it seems like they are developing the game backwards,seeing as the 2014 versions had much better motion blur, as well as graphics.

I think that is what you're talking about

In motion
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If you freeze a frame (that's his fingers)
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That's from the recent IGN footage
 
Wow exactly!!
To be honest, while I was playing it I did not wear my glasses which are dioptre -1.5; so the image from +2 meters away was not sharp. But even still I could see something was not right.

It appears to be low sampling SSR artefacts, no? It kind of sort of resembles a reflection sometimes. I'm guessing on static objects it breaks apart less often. I was just watching the one hour footage released yesterday, and any time a person was walking next to, or over a 'reflective' object (every surface in this game is weirdly reflective) you had the weird artefacts going on.

It kind of reminded me of this old late 90's classic:


I understand that they are trying to do advanced things with regards to the engine, but because of low internal precision, it breaks apart so often, completely ruining the immersion at times. When the time/reality glitches up, it kind or sort of fits, but then in 'normal' segments all the visual artefacts completely ruin what the developers are going for, IMO. I really hope the PC version fixes this.
 
Killzone: Shadow Fall has pretty good motion blur
It looks good as long as you're not dealing with a boundary between moving background and non-moving foreground. But when you are, such as with the first-person gun model that's on screen all the time, the background smears onto the foreground. It's very obvious.
 
Man this game is so underrated in the visual department

Underrated? How so, everyone ranks SF among the best looking Ps4 games right now and definitely the best looking Ps4 launch title. It also had it's flaws like many other games but that's to be expected, eager to see how Horizon looks right now :smile:

Some great shots from SF just as a reminder
ibsJwOh6hVKPvi.jpg

http://gearnuke.com/wp-content/uploads/2014/02/i5ofmVngK4mct.jpg
http://gearnuke.com/wp-content/uploads/2014/02/i9fyzqMTyPJZ5.jpg
http://gearnuke.com/wp-content/uploads/2014/02/iVoJ2hQtSB7Vp.jpg
http://gearnuke.com/wp-content/uploads/2014/02/iym9F6LLF4am4.jpg
 
This is a must read for anyone interested in delving into this rapid moving rabit hole;

http://www.iryoku.com/next-generation-post-processing-in-call-of-duty-advanced-warfare

It is a good starting point for tech enthusiasts, as it introduces many of the breaking points of most MB algos in an accessible enough language. They do present one of the most robust solutions I've seen this far ( and at 60fps! ) and even that is still full of problem cases and aproximations.
 
Underrated? How so, everyone ranks SF among the best looking Ps4 games right now and definitely the best looking Ps4 launch title. It also had it's flaws like many other games but that's to be expected, eager to see how Horizon looks right now :smile:

Some great shots from SF just as a reminder
ibsJwOh6hVKPvi.jpg

http://gearnuke.com/wp-content/uploads/2014/02/i5ofmVngK4mct.jpg
http://gearnuke.com/wp-content/uploads/2014/02/i9fyzqMTyPJZ5.jpg
http://gearnuke.com/wp-content/uploads/2014/02/iVoJ2hQtSB7Vp.jpg
http://gearnuke.com/wp-content/uploads/2014/02/iym9F6LLF4am4.jpg
If by all you mean at B3D yes, outside of B3D and select forums Killzone isnt talked much about its amazing visuals. It still holds well up against newer games and it should be held as an example that games need to surpass
 
This is a must read for anyone interested in delving into this rapid moving rabit hole;

http://www.iryoku.com/next-generation-post-processing-in-call-of-duty-advanced-warfare

It is a good starting point for tech enthusiasts, as it introduces many of the breaking points of most MB algos in an accessible enough language. They do present one of the most robust solutions I've seen this far ( and at 60fps! ) and even that is still full of problem cases and aproximations.

Nice, thanks for this. Some example shots I've taken from the maxed out PC version (not sure if there's a difference)
1l2ugv.jpg

23yujg.jpg

3maue2.jpg

4qgutc.jpg

54buv5.jpg


It's still producing artifacts but hard to notice at 60 fps and in motion. I think it's fair to say there's no "perfect" solution yet (that's cost effective at least).
 
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does motion blur scale itself with the framerate? like at 30fps the motion blur is full while at 60fps its .5 strength or something to that effect. if not it should.
 
Depends on the implementation. Wasn't it TLoU that changed the motion blur amount and looked the worse for it?
 
If by all you mean at B3D yes, outside of B3D and select forums Killzone isnt talked much about its amazing visuals. It still holds well up against newer games and it should be held as an example that games need to surpass
It mostly doesn't get brought up much because it's more than two years old and doesn't have a very strong sustained community. If you actually bring it up in a graphics discussion it still gets high regard.

Depends on the implementation. Wasn't it TLoU that changed the motion blur amount and looked the worse for it?
TLoU:R got criticized specifically because they didn't scale the MB when dropping to the 30fps mode.
 
That was it. You had the option to play in 30 fps mode, but the moblur on PS4 at 30 FPS was the same moblur as the 60 fps one - too short. Was this patched?
 
While it's on in every cutscene, it must be noted that Advanced Warfare completely turned off object as well as camera motion blur during gameplay segments outside of a select few instances such as the Car chase, the Antarctic cave (I think it was Antarctic)...basically when the play area is extremely small or when the section is on rails.

The drone swarm from the first level for example has zero object motion blur despite an earlier pre-release E3 showcase from that year having it on (but the game was also running at 40-45FPS in that showcase)
 
While it's on in every cutscene, it must be noted that Advanced Warfare completely turned off object as well as camera motion blur during gameplay segments outside of a select few instances such as the Car chase, the Antarctic cave (I think it was Antarctic)...basically when the play area is extremely small or when the section is on rails.
If memory serves me, that game struggled FPS wise compared to most recent call of duty games, thus turning off MB would be a good way to boost the framerate.
The question is, would it have disabled MB if the FPS was >60?
I think not, if its true that it was actually enabled when play area was small or on rails, i.e. not too taxing on the framerate.
 
Type-0 has onenof the worst implementations ever. It blurs the whole screen heavily even if you lightly tilt the analogue stick. They patched it to let the players disable the motion blur but I don't know if they turned down the intensity in case people did want it on but didn't want the effect to appear whenever there is even a slight shiftnin camera.


If memory serves me, that game struggled FPS wise compared to most recent call of duty games, thus turning off MB would be a good way to boost the framerate.
The question is, would it have disabled MB if the FPS was >60?
I think not, if its true that it was actually enabled when play area was small or on rails, i.e. not too taxing on the framerate.
Well (as far as Single Player campaign is concerned) Advanced Warfare actually has the most stable framerate out of any COD ever released till date on any consoles. In that E3 demo the performance ranged from high 30s to low 50s, averaging around 40s while in the final release it was almost a locked 60FPS. I doubt motion blur alone made that big of a difference but it is disabled outside of the select few areas like I mentioned, in the final game.

As for Multiplayer it's a near locked 60FPS as well, but there have been other COD games that do locked or nearly locked 60FPS on consoles for the multiplayer i.e. Black Ops 2, Black Ops 3, Ghosts on PS360.
 
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Type-0 has onenof the worst implementations ever. It blurs the whole screen heavily even if you lightly tilt the analogue stick. They patched it to let the players disable the motion blur but I don't know if they turned down the intensity in case people did want it on but didn't want the effect to appear whenever there is even a slight shiftnin camera.
While exaggerated in Type-0's case, the actual quality of the MB is top notch. I guess when you buy Yebis you want people to know.

Another Yebis user, Trackmania has the same "problem":


Damn, I love Yebis tonemapping.
 
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