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Re:Motion blur all the way down (2022) by jvanderbot on Monday March 04, 2024 @12:54PM (#39593547)
I'm more referring to FPS obsession with blurring things when the character moves, for that, turn your head quickly: Do you see a blurry room? I do not. Because your eyes must also move, and as you say, the brain censors because a "turn and look" includes an eye movement (I hypothesize).

For fast moving things outside of ego motion, I can see a reason to use blur (e.g., your hand waving).

Re:Motion blur all the way down (2022) by SamBam on Monday March 04, 2024 @02:27PM (#39594826)
That's a good point, but how would turning your head in a first-person perspective ever look good in a game? As you say, when we turn our own heads our eyes naturally saccade. But I'm not sure having this done unnaturally -- e.g. by having a couple static intermediary images -- would look right at all. But smooth isn't right either.
Re:Motion blur all the way down (2022) by jvanderbot on Monday March 04, 2024 @02:59PM (#39595217)
It would rely on the eye's natural saccade. My brain drops the intermediate frames already and I mostly just see the new perspective. just like real life. Adding blur makes the motion stand out.
Re:Motion blur all the way down (2022) by SamBam on Monday March 04, 2024 @03:10PM (#39595368)
Except that your natural saccade is also wired to your motor neurons in your head and neck. For example, there's a strong connection between the neurons that fire to turn your head 10⁰ to the right, and the neurons that fire to turn your eyes 10⁰ to the left, which allows your eyes to fixate on something even as your head moves.

Indeed, it's almost impossible to turn your head slowly without your eyes fixing on points in your field of view, and then saccading to the next point. Try it. This is a hard-wired response. (You can perform some tricks to do it, like completely blurring your eyes, but that's not really the point.)

Meanwhile, if we watch a video with the camera turning, it's easy to keep our eyes staring straight ahead.

This shows that there is going to be a difference between a head naturally turning and watching a video of a head turning.

I think you're describing saccades as just being the "dropping out" of frames, and not including the extremely-relevant motion that our eyes do during a saccade.

Re:Motion blur all the way down (2022) by jvanderbot on Monday March 04, 2024 @03:31PM (#39595644)
I appreciate the attention to detail in this thread.

I think the only thing I can say here is - I dont see anything weird when I turn my head, and when FPS games added blur to "character moves his own body", it felt much less natural, not more. So, to answer question a few posts up "how would we do it?" I'd just say "The way we always have before we got enough GPU to make everything look like a movie"

Re:Motion blur all the way down (2022) by account42 on Tuesday March 05, 2024 @06:15AM (#39601944)
> The way we always have before we got enough GPU to make everything look like a movie

Actually I think motion blur is more of a (futile) attempt to hide low frame-rates because we don't have enough GPU to render the ever more demanding scenes.

Re:Motion blur all the way down (2022) by account42 on Tuesday March 05, 2024 @06:12AM (#39601924)
Just having a high frame-rate without (excessive) motion blur works pretty well. Perhaps it's not 100% realistic without eye movement but it's at least not as distracting as forced motion blur. I'm also not entirely sure that your eyes won't saccade in this case as they can lock onto moving objects just fine without body movement.