Finally, world time dilation is running properly. This means that FX will run properly without any adjustment. Although physics will not behave properly after setting a custom world time dilation. Give and take. I am also dumping the remainder of the frame after I have finished collecting my motion blur data. This turned out to be a little tricky, since fx have to be updated at a similar pace.
Motion Vector Fields are not running properly. They are updating on GPU when my render target are updated. Seems like a bug which could be fixed if the vector fields would obey game time.
The next task is to give the motion blur samples shape, but adjusting the exposure of the sub samples, compared to a bell curve. Essentially mimicking the way a camera’s aperture opens.