Thick amounts of motion blur is really cool, but you barely notice it in videogames today.
Take as an example Crysis: if you have motion blur enabled you won't notice any difference during regular gameplay, until you start making rapid turns or spin around a lot. However you
do clearly notice if it is on or off when turning rapidly, or when taking a screenshot.
That's it's main use today.
I have noticed though that motion blur + lag makes an excellent combination, even though it would be preferrable if lag somehow could be removed from the equation. If you want a scene with much motion blur you'd have to make it some chase sequence or something where the player turns around and moves a lot, plus you'd have to make it a notch higher for the duration of the chase.
(07-03-2009, 11:12 PM)WindexGlow Wrote: Something I've always wanted to see was object blurring based on how much motion blur is on it.
Ok. I've read it a dozen times and I think I know what you are saying - but it doesn't make any sense and seems wrong in every way. Are you saying that "objects that have lots of motion blur on them (which means they are already blurred) should be blurred more"? Why?
http://img225.imageshack.us/img225/8816/74680873hc6.jpg
Those trees for example already have motion blur on them... and they are already blurred. What is it you'd like to see?
Worst regards, Kejdane.
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