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If it's exposed as a uniform, it should be possible to adjust the blur intensity automatically depending on the time it took to render the last frame. I'm of the opinion that effects should be as FPS-independent as possible 🙂
For some games, it makes sense to use a stronger motion blur when capping to 30 FPS. That said, this is better done with a setting exposed to the player (which would become a multiplier of this automatic FPS-based intensity).
What I specifically did, and I'm not saying this is correct, is that I scaled the angular velocity of the camera based on the framerate. At least in my case that made the blur be fairly consistent based on a reference framerate of 140:
If the FPS is low (<40FPS), the blur effect becomes way too strong.
144 FPS:
30 FPS:
Maybe reduce the intensity depending on the framerate?
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