the spiderverse movies replaced depth of field with a comic-book style chromatic aberration and it works
I think all of those things OP mentioned can be used tastefully. but you gotta pick and choose, just slapping them all on at once doesn't look too good. it's gotta be done tastefully
>at least depth of field is accurate to human vision
still a camera meme. forced depth of field just means you can't look into the distance because the camera is still focused in the near field.
>at least depth of field is accurate to human vision
that's like saying first person games should have a nose in the middle of the screen because it's accurate to what you see all the time
I use FXAA over TAA, or nothing at all, specially if I can supersample. It depends on implementation tbh. I was playing MHW and holy frick TAA is vaseline smear
same reason you see lens flares in games even though that makes no sense either since your eyes don't see that shit.
people associate these imperfections with cameras.
so games use these kinds of things to make their game seem more like it's being viewed through a camera lens.
so it hides some imperfections in the graphics while also adding to immersion for some people
Everyone making video games in the west failed to make it in Hollywood so they're emulating from movies everything they can - even shit the industry spent a ton of money and time trying to eradicate.
Bloom is fine as long as it's used tastefully
Infact I prefer it over the latest trend of games clamping bloom and white values making everything look washed out
Wouldn't depth of field work better if it was just a very subtle effect?
It doesn't have to give your the vision of a fricking blind man but you can try to make some changes to how blurry things in the distance appear to a degree that's barely noticeable but works for it's intended purposes. The proper way to get people to focus on what you want though is through proper use of the rule of thirds principle in camerawork. Anything else just feels forced.
at least depth of field is accurate to human vision, everything else is camera memes
the spiderverse movies replaced depth of field with a comic-book style chromatic aberration and it works
I think all of those things OP mentioned can be used tastefully. but you gotta pick and choose, just slapping them all on at once doesn't look too good. it's gotta be done tastefully
It only works when the game knows exactly what I want my eyes to focus on at all times, which most of the time it does not.
>at least depth of field is accurate to human vision
still a camera meme. forced depth of field just means you can't look into the distance because the camera is still focused in the near field.
>at least depth of field is accurate to human vision
that's like saying first person games should have a nose in the middle of the screen because it's accurate to what you see all the time
your brain removes the nose from your vision, moron
no it doesn't ;^)
shalom!
>head bobbing
You need a good bespoke motion blur implementation
>taa
based, I disable all that shit.
I use FXAA over TAA, or nothing at all, specially if I can supersample. It depends on implementation tbh. I was playing MHW and holy frick TAA is vaseline smear
Typically i turned it off but I chromatic abberation and motion blur in cp77 because technically my girls eyes were cameras
EXPLAIN to me what chromatic aberration is in five words or less
color fringing from imperfect lenses
why would you want that
I can see morons defending montion blur but this is just ass with no purpose
same reason you see lens flares in games even though that makes no sense either since your eyes don't see that shit.
people associate these imperfections with cameras.
so games use these kinds of things to make their game seem more like it's being viewed through a camera lens.
so it hides some imperfections in the graphics while also adding to immersion for some people
Because it blurs and makes things look like photographs. So it can help your visuals if you are not overdoing it
>why would you want that
AA sucks, dev bamboozles everyone
Everyone making video games in the west failed to make it in Hollywood so they're emulating from movies everything they can - even shit the industry spent a ton of money and time trying to eradicate.
outlines are the wrong color
it's when shit looks like you're wearing 3D glasses but it ain't 3D
makes your eyes hurt
pitbulls are trash
>Our game is so realastic looking bro
>Check out all these optical errors that only happen to cameras that we spent time and effort recreating
Bloom is fine as long as it's used tastefully
Infact I prefer it over the latest trend of games clamping bloom and white values making everything look washed out
>clamping bloom and white values making everything look washed out
you've got HDR turned on with a monitor that doesn't support it.
No I don't, a bunch of games recently do this with their standard SDR output
>HDR
>monitor that doesn't support it
>monitor
literal moron
>plugging a TV into your computer
eww.
>vignetting
>eyeball grime
>FXAA
bloom is good actually
Wouldn't depth of field work better if it was just a very subtle effect?
It doesn't have to give your the vision of a fricking blind man but you can try to make some changes to how blurry things in the distance appear to a degree that's barely noticeable but works for it's intended purposes. The proper way to get people to focus on what you want though is through proper use of the rule of thirds principle in camerawork. Anything else just feels forced.