These settings took the motion blur on this game from unusable to actually great, so I thought I'd share the fix.
Do not post comments here about how you don't like motion blur or joke about the "fix" being to disable it. If you don't like motion blur, great. This mod isn't for you. Move along.
Do not ask for pictures for something you should be adjusting yourself to your own tastes by following the instructions in the mod description. I can't take good pics comparing motion blur settings anyway as I can't match the mouse movement close enough to make an actually useful comparison.
This mod is fantastic for smoothing out this games horrendous stuttering issue. I might be crazy, but the better blur makes the stutters significantly less noticeable. Thank you for your work sir! 07 downloading to endorse
Compared these INI settings to shaking my head like a goober. Can confirm they make motion blur look a lot more like IRL vision than the smeary mess of vanilla. Many thanks, TreyM.
If you're looking for super-obvious motion blur on everything, you're on the wrong mod page, dude. These settings are all about subtlety and being more natural in motion.
I'd love an option for no motion blur on camera movement while having motion blur for objects. Screen stays sharp for easier focus, while fast-moving objects get that slight blur to 'amp up' the sense of speed.
I misunderstood you. What i meant was the lack of object based mb in oblivion and that kcd2's is far better since it has camera and object based mb. Your mod is solid.
Sorry, on my end what I mean is object-based motion blur without having regular motion blur enabled. I see the object blur when I have regular motion blur enabled, but at least on my end, when the regular motion blur is disabled, so is the object blur, too.
good fix, cleans up the artifacting around the player character in 3rd person and overall looks smoother than default , i think somepeople just dont understand the goal of motion blur , nothing to complain about with this fix . Per objcet blur only would be cool but you can only do so much , good changes !
I'm familiar with two forms of motion blur - camera and animation. Is there a way to remove camera motion blur but leave animation blur activated? Most popular title with a setting like this would be Call of Duty where you can turn the blur that applies when turning your camera off but keep the blur to animations on.
I'm going to try lowering blur to 0.10 or so and see if this gets what I'm after.
For me (playing Ultra, mouse and keyboard) best Motion Blur setting is simply: [/Script/Engine.RendererSettings] r.Motionblur.Scale=0.6Will still keep a slightly blur effect but will look much faster and smoother. Original setting is set just too high resulting "slow" (non-smooth looking) and lasting too long.
What can I say... On my system (4090 laptop with G-Sync, 2560x1600 Ultra + RT Lumen + DLSS Q/B FG 1) that option alone disables the blur effect completely 🤷🏻. I can't actually notice the fx anymore with 0 (def seems -1) here. It's ok for me just scaling it down to be shorter with Scale=0.6 or 0.55 keeping the typical effect intact but MUCH quicker, finally smooth and less pronounced. Looks good for me at my 120fps cap (interiors) and even when deeps down from 90 to 60 in cities like Cheydinhal if you look in some directions...
Good motion blur should be felt more than noticed...
At 120 fps, there's barely any motion blur even on a real camera due to the very fast shutter speed, much less a game. Do what you want, but I don't really see the point of motion blur at 120 fps... And when your framerate changes, the blur will not be consistent at all since the game by default is targeting blur for 60 fps only. If you set the fps value to zero like I mention on the mod description and leave the blur amount at default (which is 1.0), you'll get a 360 degree shutter which is all blur all the time, but it will be consistent with framerate. I don't know why you would want this as I think it looks smeary and awful, but that is how to do it.
Motion blur doesn't make any sense at all as a principle for computer games: adding it to games is just to somehow simulate blurry handycam movements (some would say it's worse, just like when you apply CRT and scanlines to old pixel-gfx games for the retro-feeling)... Anyway the Scale trick is enough here to make it much shorter and much smoother. Without this change it looked excessive and "desynced" like a ugly blurry slow-motion effect the moment you turned around... and with r.MotionBlur.TargetFPS=0 on my HW it can't be seen/felt anymore (at this point I'd prefer it to be OFF). So reduced Scale for me was the optimal solution still feeling this cinematic fx, but now is fast, smooth, and shorter compared to ugly defaults. Maybe results change with a different monitor/HW (e.g. no G-Sync)...?
To be fair, DLSS/DLAA/XESS/FSR2/FSR3/FSR4 is technically also TAA. TAA isn't just a single thing like MSAA, SMAA, or FXAA is. It's more of a descriptor. Any anti-aliasing technique that works over multiple frames temporally is temporal anti-aliasing (TAA).
The issue is just with how certain variations of TAA are implemented.
I believe you are experiencing ghosting not motion blur. This is due to the upscaling techique you selected. DLSS looks the best imo but you need an nvidia card and it is quite heavy on performance
42 comments
Do not post comments here about how you don't like motion blur or joke about the "fix" being to disable it. If you don't like motion blur, great. This mod isn't for you. Move along.
Do not ask for pictures for something you should be adjusting yourself to your own tastes by following the instructions in the mod description. I can't take good pics comparing motion blur settings anyway as I can't match the mouse movement close enough to make an actually useful comparison.
downloading to endorse
Many thanks, TreyM.
Thank you
an other great mod .
sometimes some few mods need more praise ,
Your mod is solid.
I see the object blur when I have regular motion blur enabled, but at least on my end, when the regular motion blur is disabled, so is the object blur, too.
KCDs implementation is just very exaggerated
I'm going to try lowering blur to 0.10 or so and see if this gets what I'm after.
[/Script/Engine.RendererSettings]
Will still keep a slightly blur effect but will look much faster and smoother.r.Motionblur.Scale=0.6
Original setting is set just too high resulting "slow" (non-smooth looking) and lasting too long.
It's ok for me just scaling it down to be shorter with Scale=0.6 or 0.55 keeping the typical effect intact but MUCH quicker, finally smooth and less pronounced. Looks good for me at my 120fps cap (interiors) and even when deeps down from 90 to 60 in cities like Cheydinhal if you look in some directions...
At 120 fps, there's barely any motion blur even on a real camera due to the very fast shutter speed, much less a game. Do what you want, but I don't really see the point of motion blur at 120 fps... And when your framerate changes, the blur will not be consistent at all since the game by default is targeting blur for 60 fps only. If you set the fps value to zero like I mention on the mod description and leave the blur amount at default (which is 1.0), you'll get a 360 degree shutter which is all blur all the time, but it will be consistent with framerate. I don't know why you would want this as I think it looks smeary and awful, but that is how to do it.
Maybe results change with a different monitor/HW (e.g. no G-Sync)...?
Is there a fix for it?
The issue is just with how certain variations of TAA are implemented.