Whilst this effect will work on all platforms, as it does not require Motion Vector or Depth texture support, it requires storing two history buffers (luma and chroma) of the last four frames which uses memory.
The Multiple Frame Blending effect simply multiplies the previous four frames over the current frame, weighted towards the more recent frames. See the Graphics Hardware Capabilities and Emulation page for further details and a list of compliant hardware. The amount of sample points, which affects quality and performances. Larger values give longer exposure therefore a stronger blur effect. This buffer is then used to blur pixels based on the distance they have moved since the last frame was drawn. This effect approximates Motion Blur by storing the motion of pixels on screen in a Velocity buffer. It is the recommended technique for desktop and console platforms. However, as it requires Motion Vector support it is more expensive and not supported on some platforms. Shutter Speed Simulation provides a more accurate representation of a camera’s blur properties. The Motion Blur techniques supplied in the post-processing stack are: Motion Blur is used to subtle effect in most types of games but exaggerated in some genres, such as racing games. This can be caused by rapidly moving objects or a long exposure time. Motion Blur is a common post-processing effect that simulates the blurring of an image when objects filmed by a camera are moving faster than the camera’s exposure time. The effect descriptions on this page refer to the default effects found within the post-processing stack.