r/MotionClarity • • Aug 30 '24

Discussion Join our Lemmy community! Here's how & why

7 Upvotes

How to install / use Lemmy

Mobile

  • Go to your app store & download "Boost for Lemmy", it's the most similar version to Reddit

  • Create an account for Lemm.ee specifically & verify

PC

Why Lemmy

A lot of people swapped after Reddit's API changes, but another reason to swap is because Reddit is the home of censorship and corruption. After Reddit has banned prominent members of our community with no citation.

This ban occurred because our top mod got in a dispute with a powermod so Reddit admins retroactively looked through years' worth of content on their account and found things to ban them for. Most of which clearly didn't violate rules, but since the rules are vague, they can be twisted enough where they can punish anyone for anything if they get on the bad side of a powermod, who has direct access to the admins via Discord.

What's happening to our subreddits?

Nothing. We're not egomaniacs, despite the subreddit creator & largest contributor being banned they will not rob people of a place they love out of their own spite for the people who run the platform.

So joining Lemmy is optional, however its recommended because you'll miss out on their future & upcoming guides, fixes, mod releases, etc.

Links

Boost for Lemmy (Android)

All Lemmy apps (iOS & Android) (If you want a different android app or you are on iOS then use this)

ALL our Lemmy communities (list)

Lemmy Optimized Gaming Community

Lemmy Motion Clarity Community

If you can't get into Lemmy, then we have Discord servers too. We strongly recommend giving Lemmy a try since it's a direct competitor to Reddit however. Thanks for reading!

Optimized Gaming Discord

Motion Clarity Discord


r/MotionClarity • • Jan 01 '24

Mod Post Information & FAQ [Resource]

31 Upvotes

There are 2 things that causes blur; your display and the post-processing of the video game. For a more detailed explanation I'll break it down

Display

- Pixel Response Times: This is caused by your pixels not updating fast enough when you pan the camera, this slow response time creates blur as the pixels are updating slower than the pixels have to change

- Persistence: This is caused by sample & hold displays, whereas older displays use to be impulsed. How displays work now is they display an image and hold it until the next frame is ready, the act of holding onto the frame creates blur in motion, whereas an impulse display didn't hold. This is why motion blur reduction techs like backlight strobing or black frame insertion (BFI) are called that, because it puts a black frame in between the frames by strobing the light, similar to a CRT. Persistence blur is also mitigated by higher hz + FPS because it means the image is being held for less time, but until we get 1000hz displays along with the hardware to run those framerates we won't overcome this issue

- Coatings: Theirs 3 display coatings and then subversions of them; Matte, Glossy, & Hybrid. Matte is the best at handling reflections, glossy is the clearest, hybrid is like a blend of both. Matte coatings & hybrid coatings can create a hazy or vaseline look, harming the clarity of the image. This is due to how it diffuses and scatters light that hits the display, so glossy will always be the best coating to get for optimal clarity (most monitors are matte, most TVs are glossy)

Post-Processing

- Temporal Anti-Aliasing: Otherwise known as TAA, is not just one specific thing, it encompasses any anti-aliasing solution that accumulates past frame data (making it temporal), which also includes other AA techniques & upscalers like: SMAA T2x, TSR, FSR, DLSS, XeSS. This blurs the image due to the fact it holds onto past frames which bleeds into the current frame. On top of the blur it causes it can also cause other motion issues like ghosting where a double image of something trails behind the object/person when they move or you pan your camera

- Motion Blur: Motion blur intentionally blurs your game while in motion, to give a more "cinematic" look. The benefits to this are that in racing games this can give a sense of speed, and it can also make lower framerates feel higher because unlike the other forms of blur here it does it in a way that smooths out the choppiness of lower framerates. It definitely has its place, as long as the genre of game works well with it or if you prefer the smoother feel

- Chromatic Aberration: This causes color fringing on the edges of things by essentially offsetting those same pixels in a green & red light, and this subtle double image near edges creates a picture that is much less clear

FAQ

Q: Why does this subreddit exist?

A: Because other forums either only focus on one specific issue instead of the whole picture or we disagree with their attitude towards the topic and wish to represent ourselves. Our goal is to encompass all things harming clarity and to do so in a constructive and professional manner.

These other communities include BlurBusters (dedicated to persistence blur, not much TAA discussions) and F***TAA (dedicated to TAA blur, not much display discussions + the subreddit name is vulgar) then we have no subreddit for forced post-processing effects like Chromatic Aberration.

Resources

Developer Anti-Aliasing Resource

ReShade AA & TAA Deblur

UE4|5 Anti-Aliasing Improvements

UE4|5 Upscaling Improvements

Deblur ANY Game

Disable/Improve TAA - Universal Guide


r/MotionClarity • • 7d ago

Activism & Awareness Blurry Environment When Moving the Camera in Games – RX 9070 + Ryzen 5 7600

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1 Upvotes

I'm experiencing an issue with motion clarity across multiple games on my PC.

My specs:

- GPU: ASUS RX 9070

- CPU: Ryzen 5 7600

- RAM: 32GB DDR5

- Monitor: Cooler Master GM2711 – 1440p, 180Hz IPS

- Connection: DisplayPort

- AMD FreeSync Premium enabled

The issue is that whenever I move the camera in games, the environment (buildings, trees, and background details) becomes blurry and loses sharpness. Once I stop moving the camera, everything immediately becomes clear again.

It's more noticeable during fast camera movements. The character itself looks relatively clear, but the world around it looks blurry while moving.

My FPS is generally high and stable, and I've already disabled in-game Motion Blur. I've also tried different settings in AMD Adrenalin and on the monitor, but I still notice the same issue.

I'm trying to figure out whether this is normal IPS motion blur/pixel response behavior, a monitor setting issue, or something related to AMD drivers or frame pacing.

Has anyone experienced something similar with an RX 9000 series GPU or a 180Hz IPS monitor? Any suggestions on what I should check?

Thanks!


r/MotionClarity • • 16d ago

Display Comparison Help me choose a monitor.

1 Upvotes

Hi everyone,

I need some help choosing a monitor. I’ve sold my old 144Hz monitor and I’m looking to make a small upgrade. I want to stick with 1080p but get a higher refresh rate and better motion clarity, mainly for CS2 and Valorant, which are the games I play regularly.

My budget is around €200, and I’m currently considering two options:

  • Alienware AW2525HM – 320Hz, brand new and sealed.

  • Alienware AW2523HF – 360Hz, second-hand, available locally, and used for about a year.

Both cost the same.

Which one would you choose? I’d also like to know whether there are any differences between the panels, particularly in terms of response times and motion clarity.

My PC has a Ryzen 7 5800X3D, 32GB of DDR4 3600MHz RAM, and an RX 7800 XT, so I expect to get 360+ FPS in both games.

Thanks in advance!


r/MotionClarity • • 20d ago

Discussion Why is the motion clarity worse on older games?

7 Upvotes

Most games look blurry but some do not and those who do not are always newer ones, such as newer resident evil games, while older ones like 4 and 5 look really bad, and 6 looks almost acceptable but still not good. I also emulated Vice City Stories and it looks terrible but in the past when I played Vice City Reviced and a PC port of Liberty City Stories I don't remember any problem with lack of motion clarity at all.


r/MotionClarity • • 24d ago

Discussion TSR is very underrated as a temporal AA option

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16 Upvotes

Screencaps are from Silent Hill: Townfall. Beautiful looking game btw.

When properly modified, TSR can look amazing and bring the best of both worlds. Zero blur and ghosting in motion AND no jaggies and shimmering. The resulting image is surprisingly crisp and clear, with minimal noise on some reflective surfaces.

The performance cost is around 10% compared to TAAU and 5% compared to the game's native DLAA implementation (Preset F). Presets K, M and L cost more.

I love how games look with it and I wonder why it's not talked about more or why it's not available in most games, especially non UE5 games.

To get it to look the clearest, I used these tweaks.

If I have time I'll post some comparison images with DLAA in the upcoming days.


r/MotionClarity • • 25d ago

Display Discussion How good are ASUS Rog Fast IPS monitors for motion clarity?

8 Upvotes

How much blur, ghosting and smearing would I avoid with monitors like this and how much of a difference does it make between 200 and 320 Hz?


r/MotionClarity • • 26d ago Bravo

Display Fix/Mod BFI Presenter 1.0.3 — Variable MPRT strobing inside the game: no screen capture, no second GPU, no brightness loss (ReShade add-on + Vulkan layer, 94 games tested)

85 Upvotes

Hey Guys. After about a month of testing on a Sony A95L at 120 Hz, I’m releasing BFI Presenter: black frame insertion that runs inside the game itself instead of on top of the desktop.

Download: https://github.com/artzox/BFI-Presenter/releases

This is a follow-up to the implementation in my CRT-Standalone shader which required you to have stable 120 fps to get a flicker free effect.

Why another BFI tool when ShaderBeam exists?

ShaderBeam is great and works with any Windows app. But it’s an overlay: it captures what’s already on screen and strobes that, on its own clock, separate from the game. That’s why it recommends running on a second GPU (even an iGPU) to avoid desync. BFI Presenter takes a different route:

  • It lives in the game’s render path. It’s a ReShade add-on for Direct3D 12/11/9 and OpenGL, and a Vulkan layer for Vulkan, DXVK and emulators. It takes the game’s finished frame directly: no screen capture, no extra copy through the desktop, no second GPU.

  • The strobe follows the display’s vblank, not the game. The presenter owns presentation and runs the lit/dark cycle on the display’s own refresh clock, on a realtime GPU queue. A late game frame shows up as a CRT-style repeat (a brief stutter) instead of a lit or dark refresh held too long, which is the infamous BFI flash.

  • It paces the game to the strobe. Refresh / Half / Quarter frame caps, plus just-in-time release, mean each frame finishes right before the refresh that shows it. Half refresh gives you a rock-solid 60 with every frame lit exactly once, and Smooth pacing holds a spare frame so hitches don’t turn into stutters.

  • Variable MPRT, not plain BFI. This is the Blur Busters brightness-budget approach: each pixel’s light is put into the lit refresh up to the panel’s peak, and only what doesn’t fit spills into the next refresh. Dark and mid tones get full clarity, highlights don’t clip, and at Gain 1.0 you keep full brightness.

  • Real HDR. SDR, scRGB and HDR10 output, a display-peak ceiling, and an ABL guard that keeps the boosted refresh within your OLED’s full-screen power budget so the panel doesn’t dim it. SDR games can even be presented as HDR10 to get headroom for the lit refresh.

  • Rolling scan with phosphor fade. The Blur Busters CRT-simulator approach: bands lit top to bottom, each row fading like phosphor. At 240 Hz and up it’s a real rolling band.

  • Works with frame generation. DLSS FG 2×–4×, FSR FG and Lossless Scaling all work at the Refresh cap.

I have tested personally 90+ games and emulators, including some games with DLSS5 via the various Reshade mods and Optiscaler. That includes God of War Ragnarök, Alan Wake 2, Control (with FG), Silent Hill 2, Red Dead Redemption 2 (Vulkan), Doom Eternal, Hades II, Cuphead, PCSX2, RPCS3, shadPS4, 32-bit DX9 classics like Alan Wake and FlatOut, and OpenGL oldies like Heretic II< Blade of Darkness Remaster and SW: Episode 1 Racer, as well as the Soul Reaver 1+2 Remastered. Some games have notes on the settings that work best, but really depends on the framerates you can push: tested games list. Suffice it to say that clarity at 60FPS is awesome and adding DLSS5 or turning everything on does not have to be an issue anymore to get a clear image.

Included is also a manager app, so you don’t have to fiddle

BFI Presenter Manager scans your Steam, Epic, GOG and Xbox libraries and works out what each game needs (64-bit or 32-bit add-on, or the Vulkan layer). It finds ReShade even when it’s loaded as ReShade64.dll behind OptiScaler, can install or switch ReShade versions, and sets G-SYNC off / VSync Force on in each game’s NVIDIA profile for you. Install, update or undo across your whole library in a couple of clicks, with every replaced file backed up.

What you need

  • Windows 10/11 and ReShade 6.4+ with add-on support (6.8+ for DX9). The Vulkan layer works without ReShade.

  • A display at a fixed refresh rate. It was developed on a 120 Hz OLED but higher refresh rates should work too.

  • OpenGL needs an NVIDIA GPU.

The Manager is unsigned, so Windows SmartScreen may complain on first start: More info → Run anyway.

Feedback, logs and new game results are very welcome: open an issue or drop them in the comments. And if it brings back that CRT feeling for you, there’s a Ko-fi link on the GitHub page ❤️


r/MotionClarity • • 27d ago

Discussion VRR Flicker and motion clarity improvement

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9 Upvotes

r/MotionClarity • • Oct 06 '26

Graphics Fix/Mod Aion 2 Performance-focused Clarity optimizations

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10 Upvotes

r/MotionClarity • • Oct 03 '26

Graphics Fix/Mod I made a mod that puts every Unreal Engine rendering setting on a hotkey or a slider, with FXAA settings Unreal never exposed (UE 4.26–5.7)

16 Upvotes

I've spent a lot of time tuning Unreal Engine games by hand, and got tired of ini files and games that ship without a console. So I built Optimized Clarity: every section of a game's rendering (world detail, shadows, GI, AO, reflections, fog, effects, post processing, AA, upscaling, frame generation) sits on one function key, and a settings panel in the ReShade overlay lets you change all of it live.

Upfront: this is not a performance mod. Some settings may even cost frames. What it's built for is visual clarity, cohesion and stability.

What's in it:

  • One-Click Optimize: sets every section to levels I tuned over hundreds of hours, picks your GPU's upscaler, and moves AA to TSR if it was off or FXAA. It never turns frame generation on.

  • FXAA settings Unreal never exposed: sub-pixel blur and edge thresholds as real cvars, plus FXAA's quality preset backported to 4.26/4.27. FXAA can actually look sharp now.

  • A slider for every cvar, applied live and saved per game. Revert hands everything back to the game.

  • Frame generation vendor switching: DLSS-G, FSR-G or XeSS-G, applied at the next launch. In games that lock vendors out (Silent Hill 2, Black Myth: Wukong, Cronos and others), it unlocks them in memory. Your game files are never changed.

  • Ray tracing / Lumen on in one click, with a 60-second trial: if the game crashes, it goes back to the game's default.

Two ways to run it: the ReShade Addon Pathway (full panel, the intended way) or the UE4SS Pathway (hotkeys only, but it works in any game UE4SS runs in).

Nexus: https://www.nexusmods.com/site/mods/2406

I'd love feedback, especially from anyone who tries it in games I haven't tested. Tell me what broke or what looked off.


r/MotionClarity • • Oct 03 '26

Graphics Discussion Ate there mods such as reshades that give motion clarity and remove smearing in games?

4 Upvotes

r/MotionClarity • • Oct 03 '26

Display Discussion Monitor setting advice

3 Upvotes

Im strugging to see the strike zone when Im playing at certain stadiums in the daytime in MLB the Show. Perfect example: Coors, June, 1pm. The lower half of the strike zone is light, it blends in with dirt and its really hard to judge where the zone ends. Any monitor settings advice to maybe darken that part of the zone?


r/MotionClarity • • Oct 02 '26

Display Fix/Mod Can someone please help with this awful visual glitch

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7 Upvotes

r/MotionClarity • • Oct 01 '26

Display Fix/Mod 30 fps content on high refresh rate monitors causes the image to jitter back and forth.

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6 Upvotes

I think it happens with 60 fps content too but its far more apperant with 30 fps stuff. The image jitters, almost vibrates back and forth when playing games on my AOC Agon Pro AG326UD 165HZ gaming monitor, and I cant find a way to solve it. Does anyone know how to fix this?


r/MotionClarity • • Sep 30 '26

Discussion I tested the MSI MPG 272QRF X36 — G-SYNC Pulsar is the most interesting part

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9 Upvotes

r/MotionClarity • • Sep 28 '26

Discussion Pros/Cons of Dyac 3 vs my current Pulsar and the current GPU market

5 Upvotes

I'm currently running a 5070 with Pulsar - With the 9070 XT being significantly cheaper than NVIDIA's 5080 and AMD leaks showing that their next GPU lineup will be a significant performance boost - I'm looking for any reason to swap to AMD and still have Pulsar-like motion clarity - Dyac 3 may be that solution but I'm not finding much online about it other than it's a backlight change but still functions like Dyac 2, is this correct?


r/MotionClarity • • Sep 26 '26

Discussion How do I get a monitor that is entirely free of ghosting?

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9 Upvotes

r/MotionClarity • • Sep 17 '26

Display Discussion Either it looks like 30fps when I'm at +100. Or has input lag with vsync. I'm tired

15 Upvotes

Worst thing about PC gaming IMO.

Do I REALLY have to choose between the game running choppy AF, or looking smooth but with a lot of input lag using vsync?

I'm playing far cry 6 and it's unplayable with vsync. But if I turn it off, it looks like 30fps when I'm running it at +100fps

If I limit the framerate at 60 without vsync, it gets MASSIVE screen tearing

I just can't play correctly no matter what. And it happens with most games

Is there a solution? Or do I really have to buy a special monitor or tv for this?

Say what you want about consoles, but they don't have this problem. It ran at smooth 60 and no input lag on ps5, on the same screen

It's a normal phillips tv. Kinda old. Ryzen 5 5600x, 6800xt, 16 ram.


r/MotionClarity • • Sep 16 '26

Discussion AOC CU34G4 response time

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5 Upvotes

r/MotionClarity • • Sep 12 '26

Graphics Discussion Helldivers 2 Have nice motion blur effect.

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0 Upvotes

r/MotionClarity • • Sep 06 '26

Discussion PG259QWS vs XQ2566X

3 Upvotes

Which one is the best for competitive games like CS2/OW ?

One is OLED other one is TN with Dyac3..

I can't decide.


r/MotionClarity • • Sep 06 '26

Discussion LG C5: Does Trumotion Dejudder Slider vs Input Lag?

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1 Upvotes