take a look at the second video, the table material, looks like a dimming light or something, all i know is that might be a sort of material reflection problem
i think i see - the lighting reflection is causing the eye to “think” the edges of the paper are moving. Almost like a little wind is hitting the paper there. Its easier to see the very corner is “flapping” a little when the camera is moving.
I have a feeling its due to the light reflection on the white paper. See if changing the paper color to a darker color, or, the reflections are not as bright (the bloom maybe) resolves this.
Watching the shadow of the paper and playing in slow motion with a paper lined up shows no actual movement, but, the effect is tricking my eye to think the corners are “flapping” and moving. … its a lighting illusion happening from the contrast of the light, the camera movement, and, the shadows.
EDIT:
Just trying to figure it out …
Playing on .5 speed shows no actual movement.
Playing 2x speed is way smoother and shows no movement.
Now that i know there is no movement and my eyes have been “shown” the illusion, i no longer see it on normal speed
The papers seem to not move anymore … hmmm …
The framerate of the video might not align pretty well with your display. 30fps would require a heavier motion blur to hide some visual artifacts coming from the low framerate anyways. OP should try this with motion blur applied properly.
But of course it’s not just that. The recording of a 60fps video to 30fps will create all sorts of artifacts. Not to mention that is quite an unstable 60fps already it will unlikely sync properly with any monitor. Type in stat UnitGraph to console and see the line of frame+gpu rendering should be flat and even. That’s the first thing to look for.
I think your scene (therefore the gpu) is underperforming your Display’s sync, thus the vsync must show the previous frame twice for a couple times, that is a visible artifact. Most monitors prefer 60fps (frame render must below 16.6ms) , but Unreal Engine is producing ~62fps using the smooth framerate which can help to hide some of these sync problems. Motion blur can also be beneficial when moving the camera, just as you can see them in the movies which serves the same purpose actually (to hide similar artifacts). If you’re not willing to use motion blur, then you should optimize your scenes to 120fps+, which will also help to minimize some of these visual problems you are seeing.
Flat line (notice there are no jitter in the frame rendering times)
The issue you are seeing is rather subtle, and most likely the players will not even notice this problem at all. Just enable the motion blur (and add ingame menu where the player can configure this effect) and you should be fine.
Nevertheless the scene (and the entire game) can be optimized further by great many ways, and there is no ultimate answer to your question because it always is depends on your game (both gameplay and rendering features). Some things can be removed from your blueprint graphs, and logic features can be shortened/changed that currently takes too much time for the engine to process it, but the end result should be just as good as the original idea was. Computing heavy features (eg Tick’ing blueprints) can be reimplemented in C++ that usually brings significant improvements. There are hundreds of posts in these forums that you can learn from and apply the knowledge into your game to reduce the costs of rendering and gameplay logic, which ultimately will result in better frame times.
Look at your 3d models qualities and properties of these assets, and modifying these vertex and pixel informations (using professional apps like simplygon and 3d editors like blender, maya etc) can also boost the rendering times! Experienced artists can be a great help on this front too, help you figure out the best approaches to optimize the models and their materials.
Live/closed game tests can also be very helpful that you can conduct with chosen players (eg friends), there you can gather further results as well without investing too much money into buying all sorts of pc rigs to your home. Optimizations can be best done by targeting selected gaming systems, and most importantly the vga card models where the game should reach at least 60fps at all times, which quality is not only widely accepted by the players, but actually sync nicely with most consumer displays as well the players will use.