So I have implemented motion blur via depth re-construction using the depth texture and a previous view projection matrix. The shader basically finds the texel coordinate in by using the previous (frame) view projection matrix and subtract the current UV (what's given to fragment) to find a blurring vector. Then I simply blur along this vector by sampling along it and then normalize it with the number of samples, a constant I set at the beginning.
The problem I'm having is that even a tiny movement will cause the motion blur to ... well blur the scene. I find this too invasive and would like to ... "soften" this effect. I have tried to cap it by saying if the dot product of this blur vector is greater than 0.01, then blur. This sadly creates an oval like artifact in the middle the screen ...
Anyone have good suggestions on how to handle this?