If you take a look at a 25 years old videogame magazine, you will see A LOT of motion blur.
Back in the time, there was no way to take a screenshot from your PC and paste it in Word, journalists had to take actual screen photos with cameras.
If you move your hand very fast in front of your eyes, you'll see motion blur too, if you play a fps and move your gun very fast, you'll likely see motion blur too, even if the game doesn't have it! it's the magic of your eyes.
I bet a lot of the posters in this thread are too young to have used a CRT but animation is a lot smoother on a CRT monitor and the blur is a lot prettier than on a LCD.
Why code MB into a game?
The only advantages of software MB are : 1-game consoles (because everything works differently on a console), 2- screenshots for magazines (because it makes the AAA shooter look like a fucking michael BAY movie), and 3-the era not so long ago when hardware manufacturers, engine creators
and AAA devellopers were working hand in
hand to create new useless hardware on a regular basis and let the player pay inflated prices for glorified tech demos.
It seems that very recently, microsoft gave hints it wanted to break the cycle and stop being engaged in the hardware race (which led some AAA devs into a deep depression
, because if they can't ride the hardware wave anymore, they'll be in direct confrontationwith , not the indie buffoons (except you derek), but with the medium grade studios that will make AAA studios obsolete in the time of a blink)
Motion blur was born as a NIVIDIA gimmick, a way to waste GPU cycles.
Also: software motion blur CAN NEVER look good because, blur works just like depth of field, it only appears on the peripheral areas where your eyes don't focus(if you look at a moving car, the background is blurred,& vice versa), or if something goes REALLY too fast (if you look at a punch coming at you, most of the time it will not be blurred).
So that's why software blur will always look OFF, just like 3D in cinema looks off because you can't really focus on the areas of your choice.
For example in pompi's picture
in a real situation we would see something like that only if we were focusing right on the hips of the monster, if we were focusing on the hand it would not be blurred unless it was going very fast.
As for photography it's a whole other business, photography is a passive representation and has its own codes.
the obvious conclusion is that motion blur shouldn't be used for real time effects in "free-roaming" games, but only for narrative effects, such as cinematics or for certain art games with restrictions on the player immersion