# Best Practices for Eliminating or Reducing Motion Blur in Unity?

**URL:** <https://forum.magicleap.cloud/t/best-practices-for-eliminating-or-reducing-motion-blur-in-unity/6054>\
**Category:** Unity Development\
**Tags:** unity\
**Created:** [July 14, 2025, 10:12pm UTC](https://forum.magicleap.cloud/t/best-practices-for-eliminating-or-reducing-motion-blur-in-unity/6054 "2025-07-14T22:12:56Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![anthonylop129](https://avatars.discourse-cdn.com/v4/letter/a/ee7513/32.png) [@anthonylop129](https://forum.magicleap.cloud/u/anthonylop129)\
**Post date:** [July 14, 2025, 10:12pm UTC](https://forum.magicleap.cloud/t/best-practices-for-eliminating-or-reducing-motion-blur-in-unity/6054/1 "2025-07-14T22:12:56Z")

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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:

> [@Rendering artifact when user is moving their head (side step motion)](https://forum.magicleap.cloud/t/rendering-artifact-when-user-is-moving-their-head-side-step-motion/5242):
>
> Give us as much detail as possible regarding the issue you’re experiencing: There appears to be a blurring/separation in the rendering when the user side steps. It is most noticeable when the user is facing text. Attached is an image taken from mid side step movement showing the ghosting/separation of the text visually. This only occurs while in an application and happens in our companies app, a fresh unity project and the ML2 example project. Normally I might think this is a limita…

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:

> **[Visual artifacts caused by pulse width modulation in AR/VR displays: a case...](https://www.spiedigitallibrary.org/conference-proceedings-of-spie/13104/131045K/Visual-artifacts-caused-by-pulse-width-modulation-in-AR-VR/10.1117/12.3023681.short)**
>
> With the rapid development and widespread application of Virtual Reality (VR) and Augmented Reality (AR) technologies, microdisplay technologies used in AR/VR applications have garnered significant attention from both the industrial and academic...

…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!

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**Author:** ![magicbot](https://sea1.discourse-cdn.com/flex019/user_avatar/forum.magicleap.cloud/magicbot/32/2470_2.png) [@magicbot](https://forum.magicleap.cloud/u/magicbot)\
**Post date:** [July 16, 2025, 6:11pm UTC](https://forum.magicleap.cloud/t/best-practices-for-eliminating-or-reducing-motion-blur-in-unity/6054/2 "2025-07-16T18:11:10Z")

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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](https://developer-docs.magicleap.cloud/docs/guides/unity/display/unity-stabilization-overview/)
