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Motion blur smears moving image detail; chromatic aberration adds colored fringes by separating colors around edges. They simulate different camera effects, so if either look bothers you, adjust its setting separately in the game’s graphics menu.
What motion blur does
Motion blur softens or streaks image detail in the direction the camera or an object is moving. It imitates how a camera records movement during an exposure. Unity’s post-processing documentation describes blur in the direction of camera movement; its controls include shutter angle, which affects blur strength, and sample count, which affects quality and performance: Unity Motion Blur documentation.
Game developers may use the effect to make speed more apparent or to create a cinematic camera feel. NVIDIA GPU Gems author Gilberto Rosado describes motion blur as a way to simulate speed and notes that it can smooth a game’s appearance, particularly at 30 frames per second or less. That is a design rationale, not a guarantee that blur will improve the image or suit every player: NVIDIA GPU Gems 3, Chapter 27.
How it is rendered varies. One documented technique estimates motion per pixel and gathers samples along that direction. Camera movement can blur otherwise static scenery, while moving objects may need their own motion data. Extra samples and motion data can involve costs, but the performance impact depends on the game’s implementation and the hardware; there is no universal frame-rate gain from switching the effect off.
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What chromatic aberration does
Chromatic aberration simulates a lens that does not focus all colors at the same point. It separates color channels, often creating colored fringes around image details rather than smearing them along movement. Unity HDRP describes the effect as a lens failing to bring all colors to the same point: Unity HDRP Chromatic Aberration documentation.
In Unreal Editor for Fortnite, Epic documents intensity and a start-offset control for the effect: Epic Games: Chromatic Aberration in UEFN. Unity HDRP also documents quality and spectral-color options. These are engine controls, not a promise that a particular game exposes the same settings.
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How the effects differ
| Question | Motion blur | Chromatic aberration |
|---|---|---|
| What changes on screen? | Moving detail is softened or streaked along the direction of movement. | Colors separate, producing colored fringes around details. |
| What does it imitate? | A camera recording movement over an exposure. | A lens that does not focus all colors at the same point. |
| Why might a game use it? | To convey speed or create a cinematic camera effect. | To create a lens-like or stylized camera effect. |
| Examples of engine controls | Shutter angle and sample count in Unity’s documented effect. | Intensity, quality, spectral-color options, or start offset in the cited engine documentation. |
| Possible viewing trade-off | Moving details can look softer. | Edges can look less neutral because of colored fringes. |
The final row describes possible visual preferences, not objective defects. Neither effect is the same as film grain, camera shake, or depth of field.
Why a game may list them separately
Some games provide independent controls because the effects change different aspects of the image. EA’s PC visual-settings page for Star Wars Jedi: Fallen Order, for example, lists Motion Blur and Chromatic Aberration as separate settings: EA: Jedi: Fallen Order PC graphics settings. That example does not establish that every game has separate toggles. Menus may offer switches or intensity sliders, bundle post-processing options, or use different labels.
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Which setting should you change?
If movement looks too smeared
Lower or disable motion blur if the game offers the option. Compare the image while panning the camera and moving through the game; the effect is tied to movement, so a still scene may not show the change clearly.
If colored edge fringes distract you
Lower or disable chromatic aberration if available. Reducing its intensity directly reduces the color separation the effect is designed to add.
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If you are unsure which effect is responsible
Change one setting at a time, then compare the same scene or movement. This makes it easier to tell directional smearing from color fringing. If you enjoy a stylized, cinematic, or lens-like presentation, you may prefer to keep some of either effect; the choice depends on the game, display, and your own preference.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.Does turning them off improve performance?
Not reliably across all games and systems. Unity documents that motion-blur sample count affects performance, and NVIDIA describes implementation trade-offs, but those facts do not establish a particular frame-rate improvement in a retail game. The effect’s cost depends on how the game renders it, its settings, and the hardware. Treat disabling either option as an image preference unless you can measure a difference on your own setup.
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