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Motion Blur still doesn't work


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"Motion Blur" slider has been present in Graphics options for what will soon be 2 years, and yet it has never worked during all that time.

Here at 50:46 mark we finally saw it working for the first time, on what I presume are dev clients.Perhaps it's time to finally push it to live clients as well? Or remove the slider altogether to stop misinforming players and causing placebo effects.
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When Joel on the video starts to descent on a griffon, you can see the screen getting increasingly blurred towards the edges. That's the classic "we're going at a high speed!" kind of motion blur most commonly employed by racing games.oXOXT1o.jpgI believe this is the only moment in the stream where someone moves fast enough for motion blur to kick in.

Example of a more exaggerated effect so you know what to look for in the image above if you still can't see it:maxresdefault.jpg

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@"ZEUStiger.3590" said:When Joel on the video starts to descent on a griffon, you can see the screen getting increasingly blurred towards the edges. That's the classic "we're going at a high speed!" kind of motion blur most commonly employed by racing games.

The character model is less blurry because it's a camera fixture that does not change much from frame to frame. Parts of the environment that the camera is focused on will move less in relation to the camera, and therefore exhibit less motion blur when processed. And obviously, the faster the image is moving the more blur you're going to get. That is not really an applied effect as much as it is the definition of motion blur. You have not isolated the blur in your screenshot as anything that is actually unique to that sequence. It is observable throughout the video.

Further inspection of the source video reveals that it is exceptionally blurry to start with. The stream was encoded at 1080p but the quality looks worse than 720. It's possible that this results from their production process and a pre-stream compression being applied to the game footage, or a lower resolution capture being fed to the stream encoder. Compare it with any other GW2 stream on Twitch, which are much higher quality. Oh yeah, and it's 30 fps. You are almost certainly mistaking compression artifacts for in-game effects.

Here's some of many references to the issue.https://obsproject.com/forum/threads/blurred-stream-no-matter-the-quality-motion-blur.4878/https://obsproject.com/forum/threads/motion-blur.22061/https://obsproject.com/forum/threads/motion-blur-almost-perfect-stream.12552/

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Sigh, we really are going here, aren't we... But of course there will be blind deniers who would try to explain everything with something else. Why would I ever expect otherwise.

@"Leablo.2651" said:That is not really an applied effect as much as it is the definition of motion blur. You have not isolated the blur in your screenshot as anything that is actually unique to that sequence. It is observable throughout the video.

I said

That's the classic "we're going at a high speed!" kind of motion blur most commonly employed by racing games.

to differentiate it from other appearances of motion blur which in modern games are more often seen as a lateral blur caused by the rotation of camera:YviFZ.png

http://images.eurogamer.net/2012/articles//a/1/5/0/2/2/2/5/Blur2.png

I pointed that out specifically for the naysayers like you who would complain that the provided screenshot doesn't contain any blur that resembles the one seen in these two examples.

@"Leablo.2651" said:Further inspection of the source video reveals that it is exceptionally blurry to start with. The stream was encoded at 1080p but the quality looks worse than 720. It's possible that this results from their production process and a pre-stream compression being applied to the game footage, or a lower resolution capture being fed to the stream encoder. Compare it with any other GW2 stream on Twitch, which are much higher quality. Oh yeah, and it's 30 fps. You are almost certainly mistaking compression artifacts for in-game effects.

That is a motion blur, not stream compression. Videos don't get compressed using polar coordinates, the blur you see on the screenshot is very obviously originating from a single point on the screen (or, rather, off the screen - judging from blur direction the point is somewhere above the image) and is being blurred outwards, the further away from the point - the more blurry it is. I drew arrows on the screenshot to specifically point that out. If you can't see it - I'm sorry, but you need to wipe your glasses or obtain a pair.

Moreover, neither the UI nor the stream overlay exhibits the same blurriness, and you can't see it being any less or more blurry near the intersections of game viewport and UI/overlay, which means that either blocks of pixels that get compressed happened to perfectly match the boundary of the UI and overlay (which is impossibly because it's not all rectangular in shape), or the blur is not an artifact of the compression but is in fact an in-game effect.

Also please do re-watch the segment of the video around the indicated timestamp. You can pause the video and use [,] and [.] keys to step through it frame by frame. You will notice that the blur kicks in instantly: one frame has none of motion blur, the next has it in full effect.

Here is the frame right before motion blur kicks in:PxFoqGB.jpgAnd here is the very next frame with motion blur in full strength:MZzuB06.jpgOpen them up in two tabs and switch back-and-forth if you still can't see it.

Furthermore, you can see a bug with the implementation: for whatever reason enemies remain not blurred, only the terrain is blurred. You can try to explain this by saying enemy models have more detail than the terrain and hence will be less compressed, but I want to point out this one artifact on the screenshots from above:Frame before motion blur:43zmnPu.jpgFrame after motion blur:M5F3CST.jpg

What's that? The crab gets a trail behind it! Video compression can't do that! It would require compression to distinguish between separate layers of rendered geometry and only compress the composited layer that the less-compressed crab model is then overlayed on top of. But it is something that can happen during rendering: if the motion blur shader was applied on the final composited image, then even non-blurred objects will bleed into blurred areas because there is no information about what's behind the non-blurred object, example:main-qimg-d48d6b6694b3f7680437470c75543b

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