But what about Bloom?
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I feel like bloom depends on how intense it is, and if it makes sense to reasonably play the game.
Like, if it's the sun, yeah, bloom is OK.
If it's anything else? Pass.
i like lens flare its pretty
I like lense flare for a bit if I'm just enjoying the scenery or whatever. If I'm actually playing the game though, turn that shit off so I can actually see
You are supposed to not see
The preference against DOF is fine. However, I’m looking at my f/0.95 and f/1.4 lenses and wondering why it’s kind of prized in photography for some genres and hated in games?
It is unnatural. The focus follows where you are looking at. Having that fixed based on the mouse/center of the screen instead of what my eyes are doing feels so wrong to me.
I bet with good eye tracking it would feel different.
That makes sense, if you can’t dynamically control what is in focus then it’s taking a lot of control away from the player.
I can also see why a dev would want to use it for a fixed angle cutscene to create subject separation and pull attention in the scene though.
Different mediums. Different perception. Games are a different kind of immersion.
Depth of field and chromatic aberration are pretty cool if done right.
Depth of field is a really important framing tool for photography and film. The same applies to games in that sense. If you have cinematics/cutscenes in your games, they prob utilize depth of field in some sense. Action and dialogue scenes usually emphasize the characters, in which a narrow depth of field can be used to put focus towards just the characters. Meanwhile things like discovering a new region puts emphasis on the landscape, meaning they can use a large depth of field (no background blur essentially)
Chromatic aberration is cool if done right. It makes a little bit of an out of place feel to things, which makes sense in certain games and not so much in others. Signalis and dredge are a few games which chromatic aberration adds to the artstyle imo. Though obviously if it hurts your eyes then it still plays just as fine without it on.
Chromatic aberration is also one of the few effects that actually happens with our eyes instead of being an effect designed to replicate a camera sensor.
Except I hate not being able to see my entire field of view clearly, why did we fight so hard for graphics only to blur that shit out past 50 feet?
I feel like depth of field and motion blur have their place, yeah. I worked on a horror game one time, and we used a dynamic depth of field- anything you were looking at was in focus, but things nearer/farther than that were slightly blurred out, and when you moved where you were looking, it would take a moment (less than half a second) to 'refocus' if it was a different distance from the previous thing. Combined with light motion blur, it created a very subtle effect that ratcheted up anxiety when poking around. When combined with objects in the game being capable of casting non-euclidean shadows for things you aren't looking at, it created a very pervasive unsettling feeling.
And film grain. Get that fake static out of here
Most "film grain" is just additive noise akin to digital camera noise. I've modded a bunch of games for HDR (RenoDX creator) and I strip it from almost every game because it's unbearable. I have a custom film grain that mimic real film and at low levels it's imperceptible and acts as a dithering tool to improve gradients (remove banding). For some games that emulate a film look sometimes the (proper) film grain lends to the the look.
Agreed. It fits very well in very specific places, but when not there, it’s just noise
i need some motion blur on otherwise i get motion sickness.
Wait, I've been turning it off to prevent motion sickness. 🤔
My friend is the same way as you haha.
Out of all of these, motion blur is the worst, but second to that is Temporal Anti Aliasing. No, I don't need my game to look blurry with every trailing edge leaving a smear.
Step 1. Turn on ray tracing
Step 2. Check some forum or protondb and discover that the ray tracing/DX12 is garbage and gets like 10 frames
Step 3. Switch back to DX11, disable ray tracing
Step 4. Play the game
Now... in fairness...
Chromatic abberation and lense flares, whether you do or don't appreciate how they look (imo they arguably make sense in say CP77 as you have robot eyes)...
... they at least usually don't nuke your performance.
Motion blur, DoF and ray tracing almost always do.
Hairworks? Seems to be a complete roll of the dice between the specific game and your hardware.
motion blur is essential for a proper feeling of speed.
most games don't need a proper feeling of speed.
Motion blur is guarenteed to give me motion sickness every time. Sometimes I forget to turn it off on a new game... About 30 minutes in I'll break into cold sweats and feel like I'm going to puke. I fucking hate that it's on by default in so many games.
I don't understand who decided that introducing the downfalls of film and camera made sense for mimicking the accuracy and realism of the human eye
Hating on hair quality is a new one for me. I can understand turning off Ray Tracing if you can have a low-end GPU, but hair quality? It's been at least a decade since I've last heard people complaining that their GPU couldn't handle Hairworks. Does any game even still use it?
It could be a twelve year old capture.
Says 24 at the top
Has the person who invented the depth of field effect for a video game ever even PLAYED a game before?
I mean, it works in... hmmm... RPGs, maybe?
When I was a kid there was an effect in FF8 where the background blurred out in Balamb Garden and it made the place feel bigger. A 2D painted background blur, haha.
Then someone was like, let's do that in the twenty-first century and ruined everything. When you've got draw distance, why blur?
Yes, it makes sense in a game where the designer already knows where the important action is and controls the camera to focus on it. It however does not work in a game where the action could be anywhere and camera doesn't necessarily focus on it.
I’d add Denuvo to that list. Easily a 10-20% impact.
I don't mind a bit of lens flare, and I like depth of field in dialog interactions. But motion blur and chromatic aberration can fuck right off.
I mind lens flare a lot because I am not playing as a camera and real eyes don't get lens flares.
These settings can be good, but are often overdone. See bloom in the late 2000s/early 2010s.
Taps temple Auto disable ray tracing if your gpu is too old to support it ( ͡° ͜ʖ ͡°)
Shadows: Off
Polygons: Low
Idle Animation: Off
Draw distance: Low
Billboards instead of models for scenery items: On