Motion Blur vs Chromatic Aberration: My Vote for the Worst Effect in Games
PC Gamer is letting readers pick the worst graphical effect in games, and the final is motion blur against chromatic aberration. One hurts my aim more. The other gets my vote.
Rene Sjeverac
Tuesday, October 6, 2026

I turn two settings off before I've properly looked at a game's main menu. PC Gamer has now put exactly those two in a final head-to-head - motion blur against chromatic aberration - and is asking readers to crown one of them the worst graphical effect in games. I've got one vote and I'm spending it carefully.
Start with the obvious suspect. Motion blur is the one that costs you something measurable. In a shooter, the moment you flick is the moment you most need to read the screen, and that's precisely when camera blur smears every pixel on it. You bought a 240 Hz panel so each frame sits on screen for about 4.2 ms instead of the 16.7 ms you get at 60 Hz, which is the whole reason moving targets look sharper. Then a post-process pass puts the smear back in software. Nobody runs it in a competitive config, and that isn't a matter of taste.
I'll still defend it for a paragraph, because it has a case. At 30 fps a bit of blur hides the judder between frames, which is why it became a console staple in the first place. Per-object blur - where a swinging sword or a spinning wheel blurs and the camera doesn't - can look great, and it sells speed in racing games. The problem was never the technique. It's the lazy full-screen camera version, shipped on by default, with one slider for the whole lot.
Chromatic aberration has no such defense. It's a simulation of a lens defect: different wavelengths of light focus at slightly different points, so cheap glass gives you red and blue fringes toward the edges of the frame. Camera makers spend serious money engineering that out. Games add it back on purpose, to an image that never passed through a lens. The corners of your screen go soft and fringed right after you paid for a sharper panel and a card that can drive it at native resolution.
It also fights everything else in the pipeline. Upscalers and sharpening filters work hard to reconstruct clean edges, and then a fringe pass colors them in. On fine detail it just reads as a monitor fault. I've had that brief moment of wondering whether a panel was dying before remembering to check the options menu.
So here's my split: motion blur does more damage to how I play, but chromatic aberration is the worse effect. One is a tool that's mostly misused. The other is a flaw being sold as a style. My vote goes to chromatic aberration.
The real fix isn't a poll winner, though. It's menus. Every post-process effect should get its own toggle, not get bundled into a "post-processing quality" preset where dropping to Low also strips out things you wanted to keep. And settings should be reachable before the opening cutscene plays. Ports that manage this earn a lot of goodwill from me before I've drawn a single frame-time graph. The ones that hide film grain, vignette, blur and fringing behind one switch are telling you how much thought went into the PC version.
Image: JD Hancock / CC BY 2.0, source: https://commons.wikimedia.org/wiki/File:Gaming_computer_with_bat_decals.jpg