I have yet to see a comprehensive analysis of what this shit is and why it's ruining every other modern game. Is it volumetric fog? Is it atmospheric scattering? Is it literally just a post-processing pass that reduces contrast and saturation? I keep seeing people incorrectly claim that this is an effect applied for "performance reasons", to hide low quality LOD models. That technique still exists, but this is different. This is insidious. Atmospheric scattering does not start 10 ft. in front of you like in
This aesthetic trend is arguably worse than the "brown and bloom" era.
>Is it volumetric fog?
It is. If you have played Dark Souls 2, download the Lighting Engine mod which allows you to play with volumetric fog. It will create the exact same effect.
Funnily enough, I configured the default area settings for DS2LE, at least the release on the Nexus. The volumetric fog is the thing I've discussed with the author the most, and was the first thing I adjusted in most areas after adjusting the tone mapping. It was oppressively dense in the earliest releases.
I just don't know if it's the same concept from a technical or aesthetic perspective being applied across all these games. I hate it because it's rarely done tastefully. Monster Hunter World? Turn that shit off. Breath of the Wild? Turn that shit off. Elden Ring? This one's okay, actually.
That mod ruins the amazing ocean of the vanilla game as well but idk you can probably turn that off since it's very customizable. On what I assume is default settings, it changes a ton of areas for the worse such as things betwixt where the grass looks so flat, and No Man's Wharf is just... I'll post it in the next image it's literally what you described in your post.
Is this an old (or new) version of the mod? It looks different from the screenshots on Nexus. It shouldn't look like that, but >ORANGE
This information may shock you, but light cast by fire is a warm color.
>incorrectly claim that this is an effect applied for "performance reasons"
I don't see any other explanation than this, unless you want to claim that it's done out of sheer idiocy
It has a significant performance cost, actually. Have you ever noticed how poorly Carian Manor performs in Elden Ring, for example.
3 months ago
Anonymous
>This information may shock you, but light cast by fire is a warm color.
I know that but this area doesn't really look good with it, it has that problem that the room in FoFG has as well where this effect takes such precedence over the environment that you can't make out nearly as many details as you could in the original. It's why I think this effect only works for dark areas in an example like
Figured as much, nothing you can really do about that I guess. I still like some shots I've seen from it, still think it's hit or miss overall but I like it has a ton of settings from what I've seen.
[...]
Have you seen the original ocean? That image isn't it.
.
3 months ago
Anonymous
But No Man's Wharf is by all accounts a "dark area", it's clearly designed for you to use a torch, perhaps more so than any other area except the Gutter: >dark cave >filled with torch sconces >lower level is full of narrow walkways that are difficult to see in the dark >oil pots that combust when they touch a torch >full of monsters that are aggressive in the dark, but flee from light >pharos contraptions that lights a giant brazier suspended from the ceiling
And it isn't an area designed to be seen in detail. It's designed for the player to gradually illuminate small segments as they progress, with brief interstices like the inhabited buildings. So I don't really understand your argument.
3 months ago
Anonymous
Light casted by fire is not a flat orange and is not a static glow. That more looks like an electric street lamp more than anything.
If you turn off the new sky rendering it will return to more like the original, but a lot of the lighting settings are tied to the sky so it limits what you can do.
3 months ago
Anonymous
Figured as much, nothing you can really do about that I guess. I still like some shots I've seen from it, still think it's hit or miss overall but I like it has a ton of settings from what I've seen.
>jello ocean >amazing
Have you seen the original ocean? That image isn't it.
3 months ago
Anonymous
>Have you seen the original ocean?
yes
3 months ago
Anonymous
I don't know why you're comparing it to Jello when the modded one looks more like Jello than the original.
3 months ago
Anonymous
Because it looks like fricking jello
3 months ago
Anonymous
This image isn't DS2LE, it's Flames of Old, Stayd's lighting mod.
How? It masks render distance
Because it requires resources to render, and resources to calculate interactions with light. It's used for aesthetic reasons as much as it's used to hide LOD models. Don't ask me why, I don't know.
>incorrectly claim that this is an effect applied for "performance reasons"
I don't see any other explanation than this, unless you want to claim that it's done out of sheer idiocy
Volumetric fog almost always looks better than no volumetric fog.
It's just standard for shitty games made by hacks to overdo it.
>incorrectly claim that this is an effect applied for "performance reasons"
I don't see any other explanation than this, unless you want to claim that it's done out of sheer idiocy
It is done because it accentuates distance and scale. Overblown volumetric fog is an easy way to make things feel larger scale than they really are. It's the reason you always see it in semi-open world games in particular; their worlds aren't actually large but they want them to feel large.
>It is done because it accentuates distance and scale
You're perhaps right. Gives the impression the player character is moving amongst monolithic structures, puts "distance" between them and the horizon etc.
I remember seeing people make fun of Silent Hill's fog way back for being an obvious attempt to hide the draw and assets but hell if it wasn't at least characterized. It has swirling effects and layers, and the actual design of the world was built with it at it's core. This shit's gotten bad to the point that it's actually hard for my ancient ass to tell what's happening in some games and yet it adds nothing. Red Faction: Guerrilla had a big ass open world with fully-realized destructible environments and it didn't need this shit to help it run, and that game is 15 years old.
I have yet to see a comprehensive analysis of what this shit is and why it's ruining every other modern game. Is it volumetric fog? Is it atmospheric scattering? Is it literally just a post-processing pass that reduces contrast and saturation? I keep seeing people incorrectly claim that this is an effect applied for "performance reasons", to hide low quality LOD models. That technique still exists, but this is different. This is insidious. Atmospheric scattering does not start 10 ft. in front of you like in
This aesthetic trend is arguably worse than the "brown and bloom" era.
At least the brown and bloom filters of the 7th gen kind of had a purpose in hiding the nonexistent AA on consoles, there can't be any reason to render at such short distances on modern hardware. There's been multiple games that outright run better with it modded out, so there's literally no reason for half the games that have it to even use it.
This shit pisses me off because I live in the foothills of a mountain range. When I'm out for a walk and I have a clear view of the mountains, it's never, ever this severe. The only time I've seen something like this is when there were fires all over the state and the air was fricked. It's disgusting and I sincerely hope it stops soon.
*farts*
Have the regular.
>playstation
Of course a ps game would have the gas
japs so mindbroken about pollution in Tokyo they believe natural landscapes are also polluted
I have yet to see a comprehensive analysis of what this shit is and why it's ruining every other modern game. Is it volumetric fog? Is it atmospheric scattering? Is it literally just a post-processing pass that reduces contrast and saturation? I keep seeing people incorrectly claim that this is an effect applied for "performance reasons", to hide low quality LOD models. That technique still exists, but this is different. This is insidious. Atmospheric scattering does not start 10 ft. in front of you like in
This aesthetic trend is arguably worse than the "brown and bloom" era.
It helps mask the shitty lighting/lod. You can see an example of what it looks like without it by scoping recent pokemon games.
>Is it volumetric fog?
It is. If you have played Dark Souls 2, download the Lighting Engine mod which allows you to play with volumetric fog. It will create the exact same effect.
Funnily enough, I configured the default area settings for DS2LE, at least the release on the Nexus. The volumetric fog is the thing I've discussed with the author the most, and was the first thing I adjusted in most areas after adjusting the tone mapping. It was oppressively dense in the earliest releases.
I just don't know if it's the same concept from a technical or aesthetic perspective being applied across all these games. I hate it because it's rarely done tastefully. Monster Hunter World? Turn that shit off. Breath of the Wild? Turn that shit off. Elden Ring? This one's okay, actually.
That mod ruins the amazing ocean of the vanilla game as well but idk you can probably turn that off since it's very customizable. On what I assume is default settings, it changes a ton of areas for the worse such as things betwixt where the grass looks so flat, and No Man's Wharf is just... I'll post it in the next image it's literally what you described in your post.
ORANGE
Is this an old (or new) version of the mod? It looks different from the screenshots on Nexus. It shouldn't look like that, but
>ORANGE
This information may shock you, but light cast by fire is a warm color.
It has a significant performance cost, actually. Have you ever noticed how poorly Carian Manor performs in Elden Ring, for example.
>This information may shock you, but light cast by fire is a warm color.
I know that but this area doesn't really look good with it, it has that problem that the room in FoFG has as well where this effect takes such precedence over the environment that you can't make out nearly as many details as you could in the original. It's why I think this effect only works for dark areas in an example like
.
But No Man's Wharf is by all accounts a "dark area", it's clearly designed for you to use a torch, perhaps more so than any other area except the Gutter:
>dark cave
>filled with torch sconces
>lower level is full of narrow walkways that are difficult to see in the dark
>oil pots that combust when they touch a torch
>full of monsters that are aggressive in the dark, but flee from light
>pharos contraptions that lights a giant brazier suspended from the ceiling
And it isn't an area designed to be seen in detail. It's designed for the player to gradually illuminate small segments as they progress, with brief interstices like the inhabited buildings. So I don't really understand your argument.
Light casted by fire is not a flat orange and is not a static glow. That more looks like an electric street lamp more than anything.
If you turn off the new sky rendering it will return to more like the original, but a lot of the lighting settings are tied to the sky so it limits what you can do.
Figured as much, nothing you can really do about that I guess. I still like some shots I've seen from it, still think it's hit or miss overall but I like it has a ton of settings from what I've seen.
Have you seen the original ocean? That image isn't it.
>Have you seen the original ocean?
yes
I don't know why you're comparing it to Jello when the modded one looks more like Jello than the original.
Because it looks like fricking jello
This image isn't DS2LE, it's Flames of Old, Stayd's lighting mod.
Because it requires resources to render, and resources to calculate interactions with light. It's used for aesthetic reasons as much as it's used to hide LOD models. Don't ask me why, I don't know.
>jello ocean
>amazing
>incorrectly claim that this is an effect applied for "performance reasons"
I don't see any other explanation than this, unless you want to claim that it's done out of sheer idiocy
Ironically, volumetric fog often causes worse performance.
How? It masks render distance
Volumetric fog almost always looks better than no volumetric fog.
It's just standard for shitty games made by hacks to overdo it.
It is done because it accentuates distance and scale. Overblown volumetric fog is an easy way to make things feel larger scale than they really are. It's the reason you always see it in semi-open world games in particular; their worlds aren't actually large but they want them to feel large.
>It is done because it accentuates distance and scale
You're perhaps right. Gives the impression the player character is moving amongst monolithic structures, puts "distance" between them and the horizon etc.
The issue is that it starts too close to the player and increases too quickly, giving you shit like
I remember seeing people make fun of Silent Hill's fog way back for being an obvious attempt to hide the draw and assets but hell if it wasn't at least characterized. It has swirling effects and layers, and the actual design of the world was built with it at it's core. This shit's gotten bad to the point that it's actually hard for my ancient ass to tell what's happening in some games and yet it adds nothing. Red Faction: Guerrilla had a big ass open world with fully-realized destructible environments and it didn't need this shit to help it run, and that game is 15 years old.
At least the brown and bloom filters of the 7th gen kind of had a purpose in hiding the nonexistent AA on consoles, there can't be any reason to render at such short distances on modern hardware. There's been multiple games that outright run better with it modded out, so there's literally no reason for half the games that have it to even use it.
it's a depth buffer but visible
What is this awful fricking effect called so I know how to b***h about it properly
it's just volumetric fog kaioken x10
This shit pisses me off because I live in the foothills of a mountain range. When I'm out for a walk and I have a clear view of the mountains, it's never, ever this severe. The only time I've seen something like this is when there were fires all over the state and the air was fricked. It's disgusting and I sincerely hope it stops soon.
Brown and bloom was unironically better than this.
>doomposters desperatly grasping at straws
still not cancelling my preorder and still not putting this on the valid criticism list.