• sp3ctr4l@lemmy.zip
    link
    fedilink
    English
    arrow-up
    50
    ·
    7 days 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
      link
      fedilink
      arrow-up
      8
      ·
      7 days ago

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

    • 🇰 🌀 🇱 🇦 🇳 🇦 🇰 🇮 @pawb.social
      link
      fedilink
      English
      arrow-up
      2
      arrow-down
      1
      ·
      edit-2
      7 days 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
        link
        fedilink
        English
        arrow-up
        7
        arrow-down
        1
        ·
        edit-2
        7 days 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
          link
          fedilink
          English
          arrow-up
          2
          ·
          edit-2
          7 days 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
            link
            fedilink
            English
            arrow-up
            3
            arrow-down
            1
            ·
            edit-2
            7 days 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.

  • zipzoopaboop@lemmynsfw.com
    link
    fedilink
    English
    arrow-up
    43
    arrow-down
    1
    ·
    7 days 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

  • Baguette@lemm.ee
    link
    fedilink
    arrow-up
    29
    arrow-down
    2
    ·
    7 days 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
      link
      fedilink
      arrow-up
      7
      arrow-down
      1
      ·
      6 days 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
      link
      fedilink
      English
      arrow-up
      8
      ·
      6 days 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.

    • ShortFuse@lemmy.world
      link
      fedilink
      arrow-up
      14
      ·
      6 days 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
        link
        fedilink
        arrow-up
        4
        ·
        6 days ago

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

  • Soapbox1858@lemm.ee
    link
    fedilink
    English
    arrow-up
    21
    ·
    7 days 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.

      • Soapbox1858@lemm.ee
        link
        fedilink
        English
        arrow-up
        3
        ·
        7 days ago

        That’s fair. I usually turn it off for FPS games. But if it’s mild, I leave it on for third person games where I am playing as a camera.

      • kerrigan778@lemmy.world
        link
        fedilink
        arrow-up
        1
        ·
        edit-2
        6 days ago

        I mean, lens flare does happen in the eye, just much less dramatically because there’s only the one lens and everything is round. But “glare” like how the rest of your sight gets washed out because the sun is in your field of view is a manifestation of lens flare. The eyelashes can also produce some weird light artifacts that resemble camera lens flares but it’s a different phenomenon.

  • Korhaka@sopuli.xyz
    link
    fedilink
    English
    arrow-up
    26
    arrow-down
    1
    ·
    7 days ago

    These settings can be good, but are often overdone. See bloom in the late 2000s/early 2010s.

    • ixlthyxl@discuss.tchncs.de
      link
      fedilink
      English
      arrow-up
      7
      ·
      7 days ago

      Also the ubiquitous “realistic” brown filter a la Far Cry 2 and GTA IV. Which was often combined with excessive bloom to absolutely destroy the player’s eyes.

    • snugglesthefalse@sh.itjust.works
      link
      fedilink
      arrow-up
      6
      arrow-down
      1
      ·
      7 days ago

      Yeah, chromatic aberration when done properly is great for emulating certain cameras and art styles. Bloom is designed to make things look even brighter and it’s great if you don’t go nuts with it. Lens flares are mid but can also be used for some camera stuff. Motion blur is generally not great but that’s mainly because almost every implementation of it for games is bad.

    • gamer@lemm.ee
      link
      fedilink
      arrow-up
      2
      ·
      7 days ago

      I always hated bloom, probably because it was overused. As a light touch it can work, but that is rarely how devs used it.

      • AdrianTheFrog@lemmy.world
        link
        fedilink
        English
        arrow-up
        2
        ·
        7 days ago

        It’s usually better in modern games. In the 2005-2015 era it was often extremely overdone, actually often reducing the perceived dynamic range instead of increasing it IMO.

    • JakJak98@lemmy.world
      link
      fedilink
      arrow-up
      4
      ·
      6 days 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.

  • ChaoticNeutralCzech@feddit.org
    link
    fedilink
    English
    arrow-up
    20
    arrow-down
    3
    ·
    edit-2
    7 days ago

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

  • Psythik@lemm.ee
    link
    fedilink
    arrow-up
    14
    arrow-down
    1
    ·
    6 days 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?

  • Yaarmehearty@lemmy.ml
    link
    fedilink
    arrow-up
    8
    ·
    6 days 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
      link
      fedilink
      arrow-up
      14
      ·
      6 days 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
        link
        fedilink
        arrow-up
        7
        ·
        6 days 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.

  • conditional_soup@lemm.ee
    link
    fedilink
    arrow-up
    15
    arrow-down
    2
    ·
    edit-2
    7 days ago

    PS3-> everything is sepia filtered and bloomed until nearly unplayable.

    I will say that a well executed motion blur is just a chef’s kiss type deal, but it’s hard to get right and easy to fuck up

      • marzhall@lemmy.world
        link
        fedilink
        arrow-up
        3
        ·
        7 days ago

        The number of times I’ve broken this one out…

        After having lived through it, if I never play a gritty brown bloom game again, it’ll be too soon.

        • samus12345@lemm.ee
          link
          fedilink
          English
          arrow-up
          3
          ·
          7 days ago

          I think of that comic every time I see a gritty brown game. I don’t see bloom as much any more, though.

          • conditional_soup@lemm.ee
            link
            fedilink
            arrow-up
            2
            ·
            7 days ago

            I think maybe that’s part of why The Last Of Us grabbed everyone so hard; it was a gritty, green game. STALKER 2 is brown AF, though. Thank God they skipped the whole bloom fad.

            • sploosh@lemmy.world
              link
              fedilink
              arrow-up
              1
              ·
              7 days ago

              I think bloom is one of those things that when it’s used right it brings the atmosphere together without sticking out as a thing that’s going on, like how our eyes adjust to light changes. When it’s out of control and blacks out the scene by going WAAAAY too bright it sucks because you’re looking at bloom, not at the game.

    • AdrianTheFrog@lemmy.world
      link
      fedilink
      English
      arrow-up
      7
      ·
      7 days ago

      Personally I use motion blur in every racing game I can but nothing else. It helps with the sense of speed and smoothness.

    • frezik@midwest.social
      link
      fedilink
      arrow-up
      3
      ·
      7 days ago

      Early HDR games were rough. I look back at Zelda Twilight Princess screenshots, and while I really like that game, I almost squint looking at it because it’s so bloomed out.

  • samus12345@lemm.ee
    link
    fedilink
    English
    arrow-up
    9
    ·
    7 days ago

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