Would you like me to keep posting here?
I'd love to, but it takes me time and only the usual 3 people see it. Not sure it's worth it.
There's no perfect solution, but given gaming is moving beyond 30/60FPS, we shall also update our engines to reflect that, and make sure our games will feel good on future hardware.
Film Grain is similar, because at high FPS the grain persists for so little it becomes impossible to see, but if you lower its update rate, it feels disconnected from the scene frames!
However, for that to work as intended, the shutter speed needs to be based on the current frame's length
UE doesnt adhere to this principle, instead going for a fixed 30FPS length
At high FPS games feel more blurry than they should, given that blur travels faster than the camera, with jittery motion
Regarding cutscenes, there's nothing to worry about.
Devs can still force motion blur to 30fps, or 24fps, to have a more "filmic" look.
This is yet another controversial post processing topic, which is ultimately down to artistic choices.
The purpose of motion blur is to fill in the gaps between frames, adding information on the speed each object had. This mirrors the behaviour of film, but it can also look good in games (it creates the perception of continuity).
A common complaint about Unreal is that Motion Blur defaults to a fixed 30FPS shutter speed, meaning most devs leave it untouched.
I made a PR to fix it:
github.com/EpicGames/Un...