I mean most cg movies use motion blur. Theres clearly an asthetic reason to do it. I think its more appropriate for cinematic games. For immersive games like FPS it tends to get in the wayThe problem is even with live action movies whose cameras capture DOF and motion blur as a natural consequence of the laws of physics, things really start to get problematic once that information is conveyed through a TV or monitor.
Watching the world through pixels is already several times removed from reality, and adding motion blur and similar optical effects into the mix only exacerbates that fact.
I mean most cg movies use motion blur. Theres clearly an asthetic reason to do it. I think its more appropriate for cinematic games. For immersive games like FPS it tends to get in the way
Perhaps that was a poor choice of words in my post. I'm not talking about depth.This is impossible with images produced from a screen, with or without motion blur. Every part of an image is 'sharply into focus' at playable distances as far as our eyes are concerned.
At 24 FPS you get bad stroboscopic artifacts without motion blur, it's not done for "aesthetics".I mean most cg movies use motion blur. Theres clearly an asthetic reason to do it. I think its more appropriate for cinematic games. For immersive games like FPS it tends to get in the way
Personally motion blur only starts looking really good at like 100+ fps
Before then it largely looks a lot like Vaseline being smeared on the screen. These days it's mostly a visual trick to make 30fps not look like sluggish vomit. It doesn't help all that much because it still /feels/ like sluggish vomit, though
Perhaps that was a poor choice of words in my post. I'm not talking about depth.
I'm talking about being able to track an object which is in motion so that I can clearly see what it is without blurring.
You cannot do that when the motion blur is rendered into the image.
Yeah. This really turned me off from the game and is one thing that alienated me when everyone kept acting as if the graphics were so good it was unlike anything else. Even just its lighting has many moments where it jusg looks rather flat while even in 2016 there were other PS4 games that were just as if not more impressive in that regard.I love me some good object based motion blur. While Doom and God of War have great motion blur, Uncharted 4 for example has a low sample implementation that doesn't look great at all imo.
Who is still playing on a display with motion blur? Are people using a cheap LCD from the 90s?LCD as a technology has a large inherent motion blur. Adding more seems redundant. It'd make more sense after we have a display technology that is already motion blur free.
Who is still playing on a display with motion blur? Are people using a cheap LCD from the 90s?
Who is still playing on a display with motion blur? Are people using a cheap LCD from the 90s?
Playing through the Witcher 3 and finally started Blood and Wine on XBX. Who the hell set the camera motion blur to EXTREME?!? This is the first game where the motion is making me sick ever.
Oh yeah, tons of games on the Xbox One... Due to the weak GPU I assume? I didn't see so much implemented on the base PS4 as much as the Xbox One.
One of the reasons I love PC gaming is due to remove the bloody Chromatic Filters / Motion Blur / set shadows do med or high.
And Ultrawide aspect ratio obviously... :)
The main factor in motion blur on modern displays is image persistence, not response time. That is what I was trying to demonstrate in this post.Amazing video, Alex! Your description regarding the snapshots/visual gaps is exactly what came to realize after using a 480fps capable display. Without MB, not even 480fps is enough to fill in those gaps in certain situations.
What I didn't see talked about too much was the nature of the end user display and its role in the MB chain. When using something like a high hz projector, CRT, or OLED, the display's response time mostly stays out of the way of motion blur featured in content. When the end of that chain involves a smearing non strobbed/scanned TN or slow IPS/VA panel panel with anywhere from 4-10+ms of response time instead, its a recipe for a mediocre visual experience no matter the type of blur implemented or the granularity of in game control.
No problem with motion blur on important movements lke high speed and some dash, punch, kick and others.
But stop with the camera rotation it's ugly.
The main factor in motion blur on modern displays is image persistence, not response time. That is what I was trying to demonstrate in this post.
Image persistence is determined by how long the frame is held on-screen.
The majority of flat-panel displays are "sample and hold" type displays which have full persistence - they do not flicker at all, and hold the image on-screen for the entire duration of a frame.
So if the response time is <16.7ms, it is no longer the main factor in motion blur on a sample and hold display at 60Hz.
Here's tracking motion blur on an OLED TV with 0.3 ms response times:
And tracking motion blur on an LCD TV with 4.7ms response times:
There's some minor smearing on the trailing edge with the LCD as a result of the slower response time, but their performance is largely the same.
Meanwhile, here is that same LCD with backlight strobing (a better form of black frame insertion) that reduces the image persistence:
This reduces brightness and causes the panel to flicker, but significantly reduces motion blur.
You can also see that ghosting is more evident as a result of the slower LCD response time - there are muiltiple faint after-images on the trailing edge of motion - but there is significantly less motion blur than the OLED TV.
I'm not sure that they measured it, but I believe Sony only reduce image persistence by 3/4 at 60Hz on their LCDs that have the option for it.
A CRT can have as little as 1/20th the image persistence of a 60Hz sample and hold display.
Newer OLED TVs are starting to add black frame insertion options, but since the panels are 120Hz native, that means they can only reduce persistence by 1/2.
LCD displays are actually better for this than OLEDs, as they can switch the backlight on/off instantly, and independently from the LCD panel itself.
An LCD with good strobing options - such as NVIDIA's ULMB - can reduce motion blur by a significant amount compared to anything else currently available. They're the closest thing to a CRT for motion clarity right now - though still quite far behind.
What we really need are OLED TVs with the option to be driven as an impulse-type display, rather than only adding BFI.
It is possible though - the OLED display that LG and Google collaborated on for VR looks amazing, with 1.65ms image persistence and extremely well-controlled response times. We need to somehow convince them that we also want this for TVs.
The fastest screens still exhibit this. If you use the ULMB modes on select monitors with a high refresh rate you can counter it somewhat but it's still not quite perfect.Who is still playing on a display with motion blur? Are people using a cheap LCD from the 90s?
Yes, it's not ideal if you can't hold a solid 60 FPS (at 60Hz) or higher.The big problem with strobing is the motion artifacts when the frame rate of the game drops below the refresh rate of the display. The ideal with current technology would be a variable refresh rate strobing diplay. For games where you can maintain the refresh rate strobing is the way to go though.
One of the big issues with ULMB is its 85Hz minimum refresh rate. Strobing needs to be in sync with the framerate to work correctly.The fastest screens still exhibit this. If you use the ULMB modes on select monitors with a high refresh rate you can counter it somewhat but it's still not quite perfect.
OLEDs too.If you play a side scrolling game on a CRT display then jump over to an LCD, the difference is night and day.
Yeah and, even though plasmas use phosphors, they seem to decay at slightly different rates so you get slight blur in motion.
Yes, Plasma TVs are somewhat complicated due to the PWM (or similar) panel driving techniques.Yeah and, even though plasmas use phosphors, they seem to decay at slightly different rates so you get slight blur in motion.
OLED has potential but companies insist on using sample and hold.
But that's not really true... The control of motion blur has artistic interest and conveys information on its own, both in still images and in motion pictures, about the direction and speed of movement.The problem is even with live action movies whose cameras capture DOF and motion blur as a natural consequence of the laws of physics, things really start to get problematic once that information is conveyed through a TV or monitor.
Watching the world through pixels is already several times removed from reality, and adding motion blur and similar optical effects into the mix only exacerbates that fact.