I ended up converting my C++/OpenGL demo to HTML5/JavaScript/WebGL, so it's pretty easy to share. If you have a modern WebGL-capable browser (Chrome, Firefox), you can try it out.
Motion Blur WebGL Demo
I've made a blog post about some 120 Hz vs. 60 Hz findings I've made. Now I understand why Crysis felt like it ran at high FPS when in fact I was only getting 30 FPS with motion blur effect on.
Basically, there are two paths to displaying smoother motion. Either render at higher frame rate with instant exposure frames, or simulate motion blur to compensate for lower frame rate.
Comments/questions/discussion are welcome, if anyone else out there cares about these low-level topics hehe.








