Best Practices for Eliminating or Reducing Motion Blur in Unity?

Give us as much detail as possible regarding the issue you’re experiencing:

Unity Editor version: 2022.2.0f1
ML2 OS version: 1.4.1
Unity SDK version: 1.12.1 (MLSDK)
Host OS: (Windows)

I’ve noticed some persistent motion blur for applications built to the ML2 headset. This blur is not only in applications I’ve built myself, but also in the Magic Leap example projects and the home screen itself. The blurring appears to be similar to what’s documented in this thread:

I haven’t yet tested the suggested reprojection method as I make frequent use of the application simulator and therefore still use the MLSDK, which doesn’t appear to have reprojection as Open XR does. I thought the blurring might be related to what’s reported in this paper:

…which reports that the blurring is driven by the color channels being flashed sequentially and may be a function of display luminance. I tried rendering content with only a single color channel through image postprocessing on the Unity cameras, and also varied the overall display luminance with this image postprocessing as well. Single-channel rendering addressed the minor chromatic component of the motion blurring, but the bulk of the blurring remained unaffected and did not change significantly as I varied display luminance.

So, are there any direct methods or suggestions for eliminating or at least reducing motion blur with Unity/MLSDK? Is reprojection such a powerful solution that I should try migrating my projects to Open XR and forgo the faster development I can get with the MLSDK’s application simulator? Any thoughts, comments, or advice are welcomed!

You might be able to reduce the blur by using the StereoConvergencePoint on the Magic Leap 2 Camera component. However, due to physical limitations you will not be able to eliminate it completely : Stabilization Overview | MagicLeap Developer Documentation