Hello. I assume this is a relevant subverse?
I have a problem i have encountered in all languages (mostly based on the SDL libraries) where i implement a side-scrolling game (or vertical scrolling game) where unwanted motion blur is present, even at fairly slow speeds. I have never been able to get around this problem, and i always spend hours playing classic games like sonic the hedgehog series to see if i can figure out how they stopped on screen blur. There's plenty of fast side scrollers in all kinds of places which seem to get around the visual motion blur. In the projects i try to create, it's a case of disorientating blur that the human eye registers (screenshotting the game doesn't result in any blur).
I did a bit of research in the past about monitor refresh rates and the like, and came to the conclusion that the human eye is the actual problem, specifically revolving around contrast between colours. I then put together a small platformer several times with the same colours and similar textures within the classic sonic games, and even when i made the character move slower than sonic, motion blur is still present.
Is there a trick anyone is aware of to stop unwanted motion blur in a side scrolling game? I've been wondering this for the past year or two, and i am getting stuck at any project i've started because of this feat. If anyone knows or has some examples with the methods used to combat motion blur, that would be very helpful thanks.