That was a mechanical limitation. There are alternative options now for longer exposure like Tessive Time Filter. (thanks Tritosine5g for the Pm a long time ago)...which is probably why film tends to shutter for only half the duration of a frame;
That was a mechanical limitation. There are alternative options now for longer exposure like Tessive Time Filter. (thanks Tritosine5g for the Pm a long time ago)...which is probably why film tends to shutter for only half the duration of a frame;
It's a hypothetical scenario to illustrate exactly how motion blur is experienced. Replace 'car' with 'horse' or 'football' or whatever else. If you are tracking the moving object, the static scenery is blurred. If you switch to look at the static scenery, the moving object is blurred.
Are we going to reach any point in this discussion where people actually understand what motion blur is, how it's present in human optics as well as video, and where it fits into games, or am I going to be spouting examples and references ad infinitum?
Now if you're talking about motion blur produced by fast movement of the eyes then that is a different issue...
Eye tracking isn't fast. Fast eye movement is saccadic during which you are blind. Slow moving objects being tracked require motion blur applied to anything not on the same motion vector.In a game that does not require fast eye movement of the EYES
Take GTA. Pull up in a car at a junction as per my above real-life examples. If you look at the traffic lights, the cars moving across your FOV should have moblur applied. If you then switch to track a car pulling across your FOV, the traffic lights should have motion blur applied. At 60 fps and a moderate viewing distance, the absence of motion blur would probably make no difference, but scientifically it needs to be present to be accurate. Replace the moderate viewing distance with sitting close to a large screen, angular motion increases and the need for motion blur will increase. More so with lower framerates.As an example...take a game where you control a character from a third person perspective compared to a character from a first person perspective. The former does not require eye movement based blur therefore does not require eye tracking while the latter does.
MB and DOF blur are two different optical phenomena. Also DOF and peripheral vision blur within the local area of the fovea isn't all that significant when focussing far enough away. I cited the intersection example because it's noticeable exactly - traffic lights are clearly blurred in a motion vector when tracking a moving car with a luminescent streak, and likewise the cars are clearly blurred along the motion vector. DOF doesn't make any difference when focussed to 15-20 feet out swapping between cars and lights. Peripheral vision isn't so lacking in detail that you can't notice the motion-based blurring. eg. I can only see the letters I'm immediately typing/reading when reading, but the other letters and clearly letters/symbols, even quite a number of degrees from centre. I can see a blue circular light in the bottom corner around my monitor's power button. If this light were to suddenly escape and run off left, I'd see a blue streak.In real life when I'm at an intersection staring at the light, ALL cars get blurred not just cars that are driving by...this is due to peripheral blurring and or focus blurring. Since this is the case the fact there is also MB blur on the cars that are moving fast doesn't really change what you actually see.
Fast eye movement does not generate motion blur - you are blind during fast eye movement. Slow eye movement requires motion blur.I said in order to simulate MB caused by fast eye movement you would need eye tracking...
There would be no MB on the object being tracked, but there would its immediate surroundings and the rest of the screen.because if the eyes were moving at the same speed as the object being observed by said eyes there would be no MB...
To do MB correctly, as possible with discrete time displays, you'd need to track what part of the screen the player is looking at. You would then need to get the motion vector of the surface under that point (triangulating the two eyes should yield focus distance and enable determination of reflective surfaces for an ideal case, but that's clearly overkill!) and apply a corresponding relative inverse motion blur to every other part of the screen based on distance to the camera and relative velocity to the motion vector of the object being viewed.so you would need to track the speed of the eyes relative to the speed of the object the eyes are focused on to do "realistic" MB.
That was a mechanical limitation. There are alternative options now for longer exposure like Tessive Time Filter. (thanks Tritosine5g for the Pm a long time ago)
How can a game, even with a futuristic eye tracking mechanism, determine if I am looking at the reflection of myself in the passenger window or looking through the window into the back seat?
Effects such as motion blur, chromatic aberration, and water shaders add to the sense of that the world is being seen from behind a helmet visor.
For this latest entry, motion blur appears disabled for the general run of play, likely to save on performance, though it is occasionally used during cinematic scripted events - such as ramming a rival drug-dealer's caravan into a river. Depth-of-field (DOF) is also now less aggressive, with a bokeh effect coming into play at night as we view the city lights at a distance from the mountainsides.
Why would you spend resources to create an effect (which lowers detail) that camera manufacturers spend loads of R&D on trying to eliminate?
Taken from NeoGaf thread about Destiny DF article, It's about the useless* chromatic aberration used in the PS4 version, which apparently won't be used in the 1080p XB1 version (making the XB1 defacto the best version):
Remember when I was posting somewhere in this forum that giving more GPU ressources to devs can have detrimental effect on the image quality.
Similar to MGS5 Ground zeroes without motion blur but with "room to spare" VS MGS5 TPP + heavy motion blur using the "room to spare" GPU ressources.
What will they do to the image quality when they'll have 20 Tflops machine at their disposal? I wonder.
useless* -> I can now safely use that word because if it's not used in the Xbox 1 version, they indirectly confirm us it's not an essential feature of the game.