• zalgotext@sh.itjust.works
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      4 hours ago

      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

    • JakJak98@lemmy.world
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      2 hours ago

      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.

  • Yaarmehearty@lemmy.ml
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    8 hours ago

    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?

    • ne0phyte@feddit.org
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      8 hours ago

      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.

      • Yaarmehearty@lemmy.ml
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        7 hours ago

        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.

    • ShortFuse@lemmy.world
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      19 hours ago

      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.

      • kautau@lemmy.world
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        10 hours ago

        Agreed. It fits very well in very specific places, but when not there, it’s just noise

  • Baguette@lemm.ee
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    21 hours ago

    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.

    • justastranger@sh.itjust.works
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      5 hours ago

      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.

    • ysjet@lemmy.world
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      19 hours ago

      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.

  • Aux@feddit.uk
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    9 hours ago

    The title should be “anon can’t afford rtx5090”.

  • Psythik@lemm.ee
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    19 hours ago

    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?

  • Soapbox1858@lemm.ee
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    1 day ago

    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.

  • sp3ctr4l@lemmy.zip
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    1 day ago

    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.

    • Johanno@feddit.org
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      1 day ago

      I love it when the hair bugs out and covers the whole distance from 0 0 0 to 23944 39393 39

    • 🇰 🌀 🇱 🇦 🇳 🇦 🇰 🇮 @pawb.social
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      22 hours ago

      Motion Blur and depth of field has almost no impact on performance. Same with Anisotropic Filtering and I can not understand why AF isn’t always just defaulted to max, since even back in the golden age of gaming it had no real performance impact on any system.

      • sp3ctr4l@lemmy.zip
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        20 hours ago

        You either haven’t been playing PC games very long, or aren’t that old, or have only ever played on fairly high end hardware.

        Anisotropic filtering?

        Yes, that… hasn’t been challenging for an affordable PC an average person has to run at 8x or 16x for … about a decade. That doesn’t cause too much framerate drop off at all now, and wasn’t too much until you… go all the way back to the mid 90s to maybe early 2000s, when ‘GPUs’ were fairly uncommon.

        But that just isn’t true for motion blur and DoF, especially going back further than 10 years.

        Even right now, running CP77 on my steam deck, AF level has basically no impact on my framerate, whereas motion blur and DoF do have a noticable impact.

        Go back even further, and a whole lot of motion blur/DoF algorithms were very poorly implemented by a lot of games. Nowadays we pretty much get the versions of those that were not ruinously inefficient.

        Try running something like Arma 2 with a mid or low range PC with motion blur on vs off. You could get maybe 5 to 10 more fps having it off… and thats a big deal when you’re maxing out at 30 to 40ish fps.

        (Of course now we also get ghosting and smearing from framegen algos that ironically somewhat resemble some forms of motion blur.)

        • 🇰 🌀 🇱 🇦 🇳 🇦 🇰 🇮 @pawb.social
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          20 hours ago

          I am 40 and have been gaming on PC my entire life.

          Try running something like Arma 2 with a mid or low range PC with motion blur on vs off. You could get maybe 5 to 10 more fps having it off… and thats a big deal when you’re maxing out at 30 to 40ish fps.

          Arma is a horrible example, since it is so poorly optimized, you actually get a higher frame rate maxing everything out compared to running everything on low. lol

          • sp3ctr4l@lemmy.zip
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            20 hours ago

            If you’re 40 and have been PC gaming your whole life, then I’m going with you’ve had fairly high end hardware, and are just misremembering.

            Arma 2 is unoptimized in general… but largely thats because it basically uses a massive analog to a pagefile on your HDD because of how it handles its huge environments in engine. Its too much to jam through 32 bit OSs and RAM.

            When SSDs came out, that turned out to be the main thing that’ll boost your FPS in older Arma games, because they have much, much faster read/write speeds.

            … But, their motion blur is still unoptimized and very unperformant.

            As for setting everything to high and getting higher FPS… thats largely a myth.

            There are a few postprocessing settings that work that way, and thats because in those instances, the ‘ultra’ settings actually are different algorithms/methods, that are both less expensive and visually superior.

            It is still the case that if you set texture, model quality to low, grass/tree/whatever draw distances very short, you’ll get more frames than with those things maxxed out.

  • samus12345@lemm.ee
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    22 hours ago

    I always turn that shit off. Especially bad when it’s a first-person game, as if your eyes were a camera.

  • ChaoticNeutralCzech@feddit.org
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    21 hours ago

    Shadows: Off
    Polygons: Low
    Idle Animation: Off
    Draw distance: Low
    Billboards instead of models for scenery items: On

  • zipzoopaboop@lemmynsfw.com
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    1 day ago

    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

  • ShortFuse@lemmy.world
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    19 hours ago

    Bad effects are bad.

    I used to hate film grain and then did the research for implementing myself, digging up old research papers on how It works at a scientific level. I ended up implementing a custom film grain in Starfield Luma and RenoDX. I actually like it and it has a level of “je ne sais quoi” that clicks in my brain that feels like film.

    The gist is that everyone just does additive random noise which raises black floor and dirties the image. Film grain is perceptual which acts like cracks in the “dots” that compose an image. It’s not something to be “scanned” or overlayed (which gives a dirty screen effect).

    Related, motion blur is how we see things in real life. Our eyes have a certain level of blur/shutter speed and games can have a soap opera effect. I’ve only seen per-object motion blur look decent, but fullscreen is just weird, IMO.

    • dustyData@lemmy.world
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      15 hours ago

      On Motion blur, our eye’s motion blur, and camera’s shutter speed motion blur are not the same. Eyes don’t have a shutter speed. Whatever smearing we see is the result of relaxed processing on the brain side. Under adrenaline with heavy focus, our motion blur disappears as our brain goes full power trying to keep us alive. If you are sleep deprived and physically tired, then everything is blurred, even with little motion from head or eyes.

      Over 99% of eye movement (e.g. saccadic eye movement) is ignored by the brain and won’t produce a blurred impression. It’s more common to notice vehicular fast movement, like when sitting in a car, as having some blur. But it can be easily overcome by focused attention and compensatory eye tracking or ocular stabilization. In the end, most of these graphical effects emulate camera behavior rather than natural experience, and thus are perceived as more artificial than the same games without the effects. When our brain sees motion blur it thinks movie theater, not natural everyday vision.

      • ZILtoid1991@lemmy.world
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        9 hours ago

        Yeah, if you see motion blur in real life, that usually means something bad, yet game devs are not using it for those purposes.

      • Aux@feddit.uk
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        8 hours ago

        Eyes do have a “shutter speed”, but the effect is usually filtered out by the brain and you need very specific circumstances to notice motion blur induced by this.

        • dustyData@lemmy.world
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          5 hours ago

          No, they don’t. As there is no shutter in a continuous parallel neural stream. But, if you have any research paper that says so, go ahead and share.