No PostProcessingConfig member covers velocity-driven blur or a radial speed effect, so a racer's speed feel rests entirely on FOV ramp, shake, and bank (wreckway #1657 capped here).
Acceptance:
- A game can enable a motion-blur or radial speed post pass from
postProcessing config.
- Degrades on lower quality tiers rather than dropping silently.
Related: #1558 (composable post graph would let a game own this).
No
PostProcessingConfigmember covers velocity-driven blur or a radial speed effect, so a racer's speed feel rests entirely on FOV ramp, shake, and bank (wreckway #1657 capped here).Acceptance:
postProcessingconfig.Related: #1558 (composable post graph would let a game own this).