> As you rotate, they blur the scene using post-processing. In a completely static scene, this makes sense
No, it doesn't make sense because due to eye movement that's not how turning looks in the real world. Any game that blurs the scene on camera rotation is doing it wrong even if nothing else is moving at the time.
It's impossible to do it correctly without very low latency and high precision eye tracking so the best you can do is to not blur anything that the player might be focusing on.
Games are not the real world. When you play a game, you are look at an image. For the current topic, motion blur in games is like motion blur with a camera, not like when you turn your head.
Games however are not movies either. Specifically, they are interactive and thus have different requirements on their visual looks. Most games are also expending significant effort trying to make the experience as immersive as possible and simulating looking trough a film camera works against that. Camera motion blur, film grain, lens flares and other such effects should have no place in games where you play a human or human-like character rather than a robot.
No, it doesn't make sense because due to eye movement that's not how turning looks in the real world. Any game that blurs the scene on camera rotation is doing it wrong even if nothing else is moving at the time.
It's impossible to do it correctly without very low latency and high precision eye tracking so the best you can do is to not blur anything that the player might be focusing on.