Motion blur is not relative to the camera.

This airplane is moving at the EXACT same speed as the camera. The camera tracks the motion of the plane and updates it’s own position every frame. Rigidbodies on the aircraft are set to interpolate.

What causes this object to be blurred even though it has a relative velocity of zero with respect to the observer?

Maybe a better question to ask is; when are motion vectors updated?

Another note: The amount of blurring is the same as if the camera was stationary. No camera motion seems to be registered at all.

There is a card for URP Object Motion Blur on their productboard that would probably help on this but no info on when it’s going to land: https://portal.productboard.com/unity/1-unity-platform-rendering-visual-effects/c/133-post-processing-object-motion-blur

For the time being, one could try to use this for it: GitHub - Kink3d/kMotion: Motion Blur for Unity's Universal Render Pipeline.

Are you using the builtin motion blur?

For the time being, one could try to use this for it: https://github.com/Kink3d/kMotion

KMotion is replaced by KinoMotion as far as I know. And that package is basically the same as the built in package at the time of this post (September 2022), see this this issue: Add documentation and examples · Issue #26 · keijiro/KinoMotion · GitHub

I have the same issue and no solution up to now. Any feedback appreciated

I have recently updated my entire project to URP and are just as shocked as you are to discover that there is no object based motion blur. I had full beautiful motion blur in my racing game since 2018 on SRP and post processing stack, and here we are in 2022, going backwards, with a game engine that is so behind the curve it makes me wonder what I am still doing here.