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Re:Cyberpunk 2077’s Path Tracing Update by Sohcahtoa82 on Monday May 08, 2023 @12:25PM (#35863500)
Please tell me Cyberpunk lets you disable or at least turn down the bloom.

In some scenes, the bloom just removes all detail and makes parts of the scene look like a blurry mess.

Re:Cyberpunk 2077’s Path Tracing Update by filoleg on Monday May 08, 2023 @06:31PM (#35867791)
Yes, bloom and motion blur are disablable in settings.
Re:Cyberpunk 2077’s Path Tracing Update by Sohcahtoa82 on Monday May 08, 2023 @07:45PM (#35868448)
Motion blur is fine when done right.

Fortnite, for example, does it right. I remember watching a character dance and thinking "This is so god damn smooth, why does it look so smooth?" and then I noticed the motion blur. When done right, it's subtle and you don't even notice it unless you're looking for it.

Re:Cyberpunk 2077’s Path Tracing Update by byyyy on Tuesday May 09, 2023 @10:50AM (#35875180)
Motion blur is an accurate rendition of how humans see things. Your eyes are not fast enough to take instantaneous pictures of fast moving objects. Instead when an object moves fast on an interval too fast for us to perceive we see everything that object did on that interval in the form of a "motion blur"

Games that render frames don't actually replicate this because the object is rendered on discreet instances. Thus your eye is not able to properly capture the "motion blur" from a set of stop motion images.

To fix this, games must use artificial motion blur to replicate what the eyes see. Disabling motion blur is a mistake it is required for fidelity.

The problem with motion blur is if it's done for objects moving too slowly. Then it becomes noticeable because if your eyes are fast enough to capture the object without blur then adding blur becomes noticeable.

Re:Cyberpunk 2077’s Path Tracing Update by Sohcahtoa82 on Tuesday May 09, 2023 @12:17PM (#35876606)
I think it's three things:

1. Blur on slow objects, as you mentioned. Something moving 5 pixels per frame probably shouldn't have any blur applied.

2. Blur exceeding the distance moved per frame. If an object moves 20 pixels between frames, the blur should be less than 20 pixels wide. Ideally, I'd even argue that the blur width should be half the movement between frames. The example above of something moving only 5 pixels per frame probably shouldn't have any blur applied.

3. Blur on objects that are not moving relative to the camera. In a racing game being played with the camera above and behind the car, yes, the scenery should be blurred, but your car and the car right next to you that is driving the same speed as you should not be blurred. Though I suppose this is really just a special/specific case of problem 2 mentioned above.

Of course, there's one problem with all of this: the video game camera is supposed to represent your eyes staring strictly in one direction. When your eyes follow an object, the object does not blur, but everything else you see does. This means that if you're tracking an object on your screen with your eyes, that object should not be blurred. Unfortunately, this is not possible for games to do, because they don't know where your gaze is actually directed.

Finally, I can't close out this comment without mentioning the greatest offender when it comes to doing motion blur wrong: simply blending each frame with the previous one. There was an N64 game that did this, and my god it's horrible.