Blizzard PLEASE add an Motion Blur option on the engine

sips root beer i dont really give a care :sunglasses:

Well, Iā€™m pretty sure that the article is still updated. This test was using Vsync, and Iā€™m pretty sure it still happens if you donā€™t cap your framerate while using Gsync + Vsync. If you REALLY use high framerate above the Gsync range then just use Fastsync + Gsync: ht tps://blurbusters.com/wp-content/uploads/2017/06/blur-busters-gsync-101-gsync-vs-fastsync-60Hz.png

In the ideal world, we would have 0 input lag and max graphical fidelity. But of course, things are not perfect.

I would say in a fast paced scenario, input lag would be a more ā€œpreciseā€ or more ā€œimportantā€ aspect in the sense that would approximate you to the most ā€œupdatedā€ information. In other words, a more ā€œpreciseā€ information in that moment.

Imagine two scenarios. Youā€™re capped at 100 FPS. In the first case youā€™re using every config at maxium, 200% render scale, ultra on everything, your GPU is hitting 99% usage.

In the second, youā€™re playing at medium graphics at 100% render scale, your GPU usage is about 93%.

Youā€™re not using Reflex.

Which scenario would be more ā€œpreciseā€? At 99% GPU usage, you would had a good chunk of additional input lag. Pristine image looking but at the cost of less ā€œupdatedā€ scenario.

Iā€™d never enforce more graphical fidelity at the cost of a huge chunk of input lag. The graphical rendering of the image doesnā€™t matter that much in an action game, so in that case, I would say that less input lag is indeed a more ā€œpreciseā€ translation of the information you need to hit that shot.

Iā€™ll use another analogy. Imagine youā€™re playing at ludicrous resolutions. Imagine something like 8k and 16k. Both at 24 inch monitor. EVEN if the 16k image is more ā€œpreciseā€ in the render sense, you wouldnā€™t even notice a single difference at both images. So how much that precision actually helps?

Also, does a higher resolution means more precise hitbox?

Always, itā€™s a shame we have things like law of physics getting in the way.

Iā€™m pretty sure that the sub frame input itself only happens at the mouseclick event. As soon as you keep holding the trigger, it works like before (Zarya tracking for example). Iā€™m pretty sure that this info is in that official topic but I canā€™t see right now, GTG.

Itā€™s OK! It is a fun conversation and you donā€™t need to answer everything or even give fast replies. Iā€™m not sure if I really know more then you. Regarding all this discussion, my best source is Blur Busters and some separated articles out there (specially regarding psychophysics of vision).

To summarize. All I want is a possible solution to fix strobing effects. The technology itself already exists. It is FAR from perfect and it can be very badly implemented.

And mostly important, Iā€™m trying to demystify this effect. We have a LOT of anti-aliasing options, but people donā€™t mind or donā€™t understand how any of then works. Motion blur suffers from the same exact phenomenon, but it have an ā€œstigmaā€ behind it.

For everyone who feels motion sickness. Please, see this gameplay I recorded: [Prey - Motion Blur Experiment - YouTube](htt ps://www.youtube.com/watch?v=NHQecwef22A) and tell me if the effect on this video cause motion sickness. Because Iā€™m PRETTY sure that only camera motion blur can cause motion sickness. But since I never feel motion sickness myself, I need this people who HATE the effect to judge.

I think thereā€™s no absolute answer for that. Itā€™s a fun mental exercise trying to figure out if itā€™s possible.

I just hope that Bliz implement and Iā€™ll could at least have some anecdotal data to say about my perspective.

Care to explain WTH are you even saying?

It was indeed quite a journey. I hope it can have some utility for people that are curious enough to read the whole thing. I just hope this have enough attention so Bliz can implement the OPTION. It isnā€™t that GPU intensive as most people think. In Doom 2016, it barely eats 3 FPS.

Please Blizzard per-object motion blur and camera motion blur as completely separated options and sliders to adjust the ā€œshutter speedā€ or ā€œintensity of the effectā€.

Uh
Getting dizzy is not pure ignorance

As I explained a LOT already. Like seriously, I have a lot of sources on this topic. It isnā€™t that simple.

We have a lot of possible implementations. Camera motion blur is what probably make you feel ā€œdizzyā€.

But Iā€™m not advocating for you to use the option, just to understand how it works, why it exists and how is the various possible implementations and adjustments it could have.

I can arguee that anti-aliasing as a whole sucks because my only experience with it is with FXAA. But this would be ignorance, would you rather make and ignorant statement about an bigger subjective (anti-aliasing in this example), or only use your anecdotal evidence?

I donā€™t know why so many people get triggered by this word honestly.

Ignorance is not a bad word. Everyone is ignorant to a degree about a lot of things, thatā€™s why we help each other, listen and have specializations. Or you REALLY think you know everything?

I donā€™t act like I know to do a brain surgery because I just donā€™t know. Motion blur is just stigmatized by the gaming community. I can say the same about Motion Controls regarding Gyro Aiming.

Itā€™s ok. Not every gamer need to know a lot of this stuff. But ā€œgetting dizzyā€ is not a good argument about the topic.

To me the vibration on mimic made me a bit sick and some of the flickerings and hits because of the camera balance. The issue of the game trying to get things on ā€œnon natural motionā€ to make more imersive while Iā€™m not in motion causes me to be nauseated. Thatā€™s why often on car I often need to keep checking the road lines if Iā€™m not driving. Having the visual feedback to my brain (going foward/backwards) and while ear already knows that Iā€™m in movement makes me avoid the sickness. When my ear says Iā€™m on move and my brain says iā€™m not I got nauseated, same happens when my brain thinks Iā€™m on move but my ear says iā€™m not(the witcher 3 example with vibrant colors and this game camera shaking). same problem happened when they made the shaking effect too aparent on soldier 76 and later addressed because the motion sickness triggers.

Anything that can mess with brain and ears feedbacks often causes motion sickness. Either by colors, by blur, by movement or just some mismatch of information that can make them interpret your overall body feedback in different ways.

Interesting. I was moving my camera quite fast to trigger the stroboscopic effect on the background (to show the difference between the object (mimic)) and the background.

Then you probably get sickness about head bob though. Unfortunately, you canā€™t just turn it off.

But honestly, getting motion sickness in car because youā€™re not ā€œseeingā€ the movement seems quite exaggerated to me. Still, Iā€™m not advocating to people to turn on the option, just for the game to actually HAVE the option for those who want.

Itā€™s really annoying to have it. I suffer a lot headaches when I need to travel by plane and if Iā€™m not the driver on longer car trips makes me feel really bad, reading while driving? I canā€™t read like 3-5minutes and some folks canā€™t sleep while they travel because it becomes way worst. Iā€™m a bit lucky in that aspect because I can sleep a bit in most of my travels but not the entire travel, sadly. I often awake and need to keep checking and notifying my brain that Iā€™m moving about each 5-30minutes really depends on how fast and how much shaking involved. Weirdly enough I donā€™t had problems with subways, maybe their impact and often visual feedback of things moving. Also I have some problems with pressure, if Iā€™m traveling by car by regions with certain variance of height or certain types of planes that makes my ears hurt a lot and causes severe headaches but itā€™s more about of the difference of pressure. There are some tricks that helps but most of the time canā€™t solve all the symptoms.

I sympatize with most of folks who have bad time trying to do certain things, I donā€™t know their pain but I know that some mundane stuff can be really hard for some folks.

Iā€™ve never heard of them, but I do know that every time a game implements motion blur I have to disable it.

Yep, your case is quite extreme!

Then itā€™s a good reason to see the video and learn something. You donā€™t need to use if you donā€™t want itā€¦ Just let people who want to have the option.

You know whatā€™s weird is how angry you are about this. About people not agreeing with you. I donā€™t even really care one way or the other but your attitude makes me side against you.

While I agree he came off as a bitā€¦ arrogant, in his first post ā€“

I too would also be upset/frustrated if nearly every person replying to the thread completely ignores what I was actually talking about, and very clearly didnā€™t read the thread at all.

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I donā€™t know what the op expects though. If they (Blizzard) didnā€™t do a good job with anti aliasing implementation to begin with then whatā€™s to make them (the op) expect that they (Blizzard again) will do a good job with their motion blur implementation?

I would assume the minimum request would be asking them to make something better to help address the specific issue he has. I kind of see his issue as one of accessibility - he claims he is sensitive to the effect he is referring to. To me it it would kind of be like Blizzard adding the colorblind options and then having someone say ā€œhey can you improve this part even further?ā€ It would be understood that the initial implementation did not meet specific goals, and therefore the request and expectation would be to come up with something better to fill in the missing gaps.

By not having met specific goals in the first place, it doesnt necessarily mean theyā€™re incapable of solving the request.

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And you know how weird is to enter this forum just to see about 5 topics addressing the same subject? Like the last week was the 5 v 5 thing that we doesnā€™t even have yet. Then every week we have some war about heroes gender or representation which always get a lot of spam, useless discussions and are finally flagged or locked. Why we just donā€™t have one fixed topic about those things? I think that this discussions is extremely important, but how the community discuss those subjects is no better then every spam in social media.

Everyday we always have the X hero is OP thread. But not only about ONE hero, almost all of then. Seriously, I looked for 10 secs and I saw Zarya, Mcree and Hammond threads already. Usually threads without any data or valid arguments for those claims.

People here are NEVER happy about anything to be honest. I created this thread to discuss something that people here usually never discuss, and, mostly important, about an subject there are very divisive and who actually bothers visually some people (like the topics I linked here).

Ignorance is not a BAD word, I donā€™t get why so many people get triggered by that. Iā€™m completely ignorant about a LOT of things. Thatā€™s the reason why we learn things we donā€™t know. And most people doesnā€™t understand how motion blur in gaming works, what it does and why it exists, thatā€™s just a fact. And the reason why is explained in the video from Digital Foundry I talked on the OP.

Itā€™s exactly the same thing as motion controls. A lot of people turn off gyro aiming in games that support it without even trying it. Gyro aiming can be almost as good at aiming as a mouse. But try to arguee that in some gaming communities and see what happens.

Itā€™s like those people doesnā€™t even try to understand something they ā€œhateā€.

Why do you think Iā€™m angry? Maybe the way I write gives that impression, maybe the word ā€œignoranceā€ doesnā€™t have the stigma in my language that it have in english (Iā€™m sorry for my english, itā€™s not my primary language and I never learned in a ā€œformalā€ way, so Iā€™m pretty sure that my writing sucks).

Discussing gaming tech is not something we ā€œagreeā€ or not, itā€™s an entirely objective thing. The subjective discussion part about it is IF the option would be good or not for some people. You can discuss if some technology sucks or not for your eyes, a lot of people dislike how DLSS looks, thatā€™s entirely subjective. But discussing how it works and what it does, thatā€™s entirely objective.

Thanks! I really appreciate your kind words and the time you took to discuss like a proper polite human being. It would be awesome if there are more people like you in this forum but wellā€¦ My hope is for the topic to get enough attention for Blizzard to notice. Itā€™s their decision after allā€¦

I donā€™t get why people have so much hate towards Blizzard. Look, I honestly hate a lot of their decisions about gaming design (specially how they transformed WoW since Legion). But Iā€™m sure that if I had the power to make those decisions, it would be probably worse. A lot of creativity freedom from most of the staff seems to be locked down by how their bosses manage the business. Blizzard have much more profit nowadays, but I would arguee that the quality of the games was getting worse over time. Like a LOT of other gaming companies.

Seeing how vocal the WoW community was about the design choices and seeing that WoW is probably damaged beyond repair, I just dropped the game. Donā€™t need to ā€œhateā€ Blizzard, just donā€™t invest your time and money in their games if you think that it doesnā€™t worth it.

I donā€™t think that about Overwatch, for me it is still an incredible game with a lot of value for the money. Thatā€™s why I invest my time playing it. Everytime I got bored for some reason, I try to master some other hero, or play some new thing on the workshop (which was one of the most awesome things that Blizz did to OW).

I do think that OW have some issues, but NOT EVEN CLOSE of how this community seems to think. The majority of the problems raises for the same reasons that happened to WoW. OW is a very intensive COOP game, and that are almost zero reason to play with actual friends. This transforms the PVP experience in something else, raises the toxicity beyond everything and locks proper communication. This is the price we pay to have faster queues and (in theory) a good matchmaker.

Quick play doesnā€™t seem to create enough commitment to be a fun and fair experience. So people starts to use alt accounts just to play with their friends. I honestly donā€™t get why OW still doesnā€™t have something like a Guild System at this point.

Still, Iā€™m pretty sure that are a LOT of VERY COMPETENT people in Blizzard. You know how many games have sub frame input? Almost none. The OW engine is quite good in my opinion, the art team was always awesome.

We donā€™t know exactly how they manage their design decisions, but it seems that the ā€œold waysā€ is not very lucrative anymore. It seems that only indie games and Nintendo launch games who actually have soul at this point. But Overwatch still is one of the ā€œgoodā€ modern games in my view, hence the reason why I play it.

None of those things is an argument if theyā€™re ā€œincompetentā€ or not, Iā€™m pretty sure they can implement a good motion blur option, and I think they can make a better anti-aliasing. If in the place of all the spam we have in this forum, people actually ask to address those things in a polite and constructive way, then Iā€™m sure theyā€™ll look at.

Iā€™m always happy to see how clearly you see things.

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Hereā€™s the comment from the video on motion blur ( Tech Focus - Motion Blur: Is It Good For Gaming Graphics?) youā€™ve posted:

OttersGonnaOtt

You forgot one entire type of motion blur, which almost all games since 2010 have implemented due to low resource requirements and I think might be the source of the hate. This is linear blur post-filter (framebuffer) motion blurā€”where a game takes the current frame and applies a simple Photoshop style linear blur having the angle and intensity determined by the position of the right stick (or the acceleration values of the mouse, even is not using acceleration for gameplay). The entire Crisis series is notorious for introducing this technique, which is easily seen in the tritium sights of guns trailing behind and yet also proceeding forward the actual frame. This was particularly bad in Crysis 2, due to the game having a bad framerate on console and needing blur to hide it. Turn with a stick and laugh as apparently the motion blur can predict the future! As bad as it sounds though, the most annoying part is that the blur shifts as you change the motion angle without leaving previous blur in place, so you can spin the stick and make your own blurred helicopter blade out of your gun.

This effect is barebones but also has been optimized to use close to no resourcesā€”making it very attractive to console developers that can barely push 30 FPS. The general rule is that if stage demos show careful, deliberate, and slow camera motion on a console controller, that game likely uses post-filter motion blur. The point is to hide the ugly steps in angular rotation of the camera, which looks great externally but feels horrible to the player.

For those wondering, this motion blur method works on the same principle as FXAA, which also developed at the same time. You can render the frame, then apply a blanket filter to it afterward in the framebuffer prior to display. FXAA essentially performs a gaussian blur to the image, where newer implementations have used a mask generated from the depth buffer to control the amount of blur in different areas (and ideally only blurring jaggies on silhouette edges). Linear post-filter motion blur has seen a few improvements as well, but at the cost of more performance and as such it usually isnā€™t implemented using newer iterations. As such, it looks jarring and can lead to motion sickness since it inserts additional, non-existent motion (the leading blur). The first complaint I hear when people turn it off is it makes them sick.

Motion blur is good, but you canā€™t cut corners. Per-object motion blur is great in general, but usually the most costly. Full frame / per pixel motion blur can also be good, but to look natural it needs to sample previous frames further back than most hardware and engines comfortably allow. Linear post-frame motion blur however is just cheap with close to no benefit, only designed to smooth camera rotation at the destruction of realistic motion.

So it sounds like per-object motion blur will look the best visually but also the most costly. And it sounds like there are many way to apply this motion blur effect and the techniques have been incrementally gotten better over the years. Maybe once thereā€™s a way to apply this motion blur effect at a lesser cost, it will get picked up by more games.

Oddly enough, that comment also talks about how FXAA uses techniques thatā€™s similar to motion blur. I wonder if that could be why I prefer using FXAA in both Valorant and Overwatch? One of the biggest gripe I have with MSAA is that it makes highlighted enemies appear more jagged which becomes more pronounced the further away they are.

Nah. Even with proper implementation, it would screw your gameplay up big time.

TL/DR: It isnā€™t very costly, for Doom for example it would be 2%~3% impact, mostly GPU bound (which you probably already have a lot of headroom already).

I isnā€™t very ā€œcostlyā€ā€¦ Im doom for example, it cuts about 2 to 3 frames in an test with an average of 115 FPS.

Also, Iā€™m 99% that this is 100% bound to GPU performance. Youā€™ll NEVER want to be in any GPU scenario anyway because this DOES raises input lag by a large margin. Except if youā€™re using Reflex (which solves the lag added for GPU bound scenario).

Also, you should play at an point where you can reach an stable framerate anyway, this is most likely not happening at GPU bound scenarios.

GPU and CPU are both important for ā€œhigh FPSā€ but CPU/RAM are more important. The GPU will just raise the headrom for high graphical filters AND high FPS. But you just canā€™t have high FPS even playing at 50% render scale/low graphics with an high end GPU with an low end CPU/RAM. So if you already play at LOW graphic settings (and Iā€™m pretty sure you are since youā€™re playing at 240Hz). It wouldnā€™t matter much anyway.

Iā€™m not sure. What heā€™s probably saying is that Motion Blur and FXAA are both ā€œpostfilteringā€ graphical settings. Which means theyā€™re applied after the frame was already rendered. But theyā€™re vastly different of how they work and what they try to accomplish.

FXAA is VERY efficient but might ā€œblurā€ the fine detail of the game, and it isnā€™t the same type of ā€œblurā€ that Iā€™m saying. The thing isā€¦ Fine details for an fast paced game doesnā€™t matter muchā€¦ Even if characters in this game was just solid colors (like we seen in Widow Ult) and the environment was less complex. Youā€™ll could play just fine.

Some people are very sensitive about changes in resolution and fine detail. As the same way that I canā€™t stand stroboscopic effect.

Antialiasing in Overwatch is HORRIBLE (there are tons of topics about it), and this seems to be the case for almost every Blizzard game., thatā€™s why the game seems ā€œjaggedā€ all the time. Iā€™m not sure about Valorant though. The only thing that does help in OW with aliasing is 200% render scale, which is incredible GPU intensive.

I meanā€¦ At this point Iā€™m pretty sure youā€™re just a kid trolling. As your posts on the other topic that weā€™re discussing suggests.

1- Why it would screw your gameplay? Whats the argument exactly? Because I already discussed a LOT on this thread and gave some sources to point my argument. Itā€™s pointless to discuss this with someone ignorant about the subject.

You can have your opinion about something and thatā€™s ok. But this is an objective discussion, Iā€™m not arguing that you SHOULD play with motion blur because it WILL be better for you, because I donā€™t play the game using YOUR eyes.

Can you understand the difference?

2 - Why it would matter anyway if an option was added? Being an toggle option like every other graphical setting, you could just turn it off and play with whatever graphical settings you might like. I donā€™t use colorblind options but I donā€™t arguee that theyā€™re pointless because most people arenā€™t colorblind. This is just stupid.

I donā€™t need to explain WHY stroboscopic effect is a problem because I already DID in dozens of posts here.