Never understood this complaint. My brain just filters it out and I usually won't notice it unless it's turned up to 1000% in some drugged up cutscene.
I understand it probably doesn't bother a lot of people but it really bothers me, especially on large bodies of water and super shiny floors on games. The edges of the screen have no reflections which is a drawback of SSRto
Oh thats what that effect is, yeah it annoys me too but luckily I don't notice it too often. Is it exclusively a water thing or does appear on other surfaces?
Anything with reflections near the edge of the screen, or that's supposed to be showing something not on screen.
This makes it pretty much useless for e.g. mirrors, where you would expect to see things that are behind the camera..
best non-rt implementaiton is something like hitman's which is planar reflections, screenspace reflections and cubemaps all mixed and matched to support each other. Works really well and isnt that demanding.
best non-rt implementaiton is something like hitman's which is planar reflections, screenspace reflections and cubemaps all mixed and matched to support each other. Works really well and isnt that demanding.
Unreal engine actually has cubemaps and 5 replaces it with lumen reflections, so it's just lazy devs as always
Tbh, it's shit. But it's developers fault not to know how and when to use it. It should be very soft and have cubemaps as primary reflection. Also there are better reflection methods for large open world games, like what rockstar does since vice city
yeah i automatically turn off all screenspace reflection because i notice it's mistakes more than i care for what it does, it's always been inaccurate as all hell with graphical errors constantly appearing
>motion blur >volumetric fog >chromatic aberration >lens flares >auto exposure >every other camera effect that doesnt belong in a game where you play a fricking human
per object motion blur can look good at high refresh rates and motion blur can hide low frame rates a lil bit at 30fps if you're a poorgay,
Volumetric fog looks great if used sparingly
Chromatic aberration does indeed look liek shit
lens flares look like shit
in RE2 Repozz every puddle in a dark room reflected every light source
these developers are beyond retarted
Its not that devs are morons, its that games are so incredibly demanding and complex now that doing stuff like reflections has become very hard. Back in the day they could just use a planar reflection, which just double the geometry of the scene, perhaps simplifying it a bit. But doing that in a new AAA game would crash the game due to all of the shit having to be rendered, even if simplified.
I recall reading about some movie director who was pissed because he was trying to get a lens flare and failing, until someone told him that lens flare is a *defect* that lens makers worked fricking hard to eliminate.
it's one of those effects that I think most gamers just think "that's just how reflections in games work" or something they don't pay attention to. Not realizing it's actually a sign of extreme laziness or lack of skill on the part of the game's programmers because they couldn't implement a better reflection system.
to add on to this, the reason I think they're so egregiously bad is that they work as a "good enough" crutch in a way that people give games with SSR a pass as having "good graphics" when realistically the game's graphics should be judged based on turning off the reflections entirely or judged worse for having SSR enabled.
Yeah, I wish we used all that upscale shit to render off-screen an upscaled low-resolution portion of the world, just enough to make these artifacts dissapear.
I genuinely would rather disable SSR. >have 2070S >play REmake 4 >want to play at 4K using FSR2 >experiment with settings in the demo for actually consistent 60 fps to prepare for the full game >find out SSR to be one of more demanding settings, even without any visible puddles and other shit >simply disable it >finish the game >watch Digital Foundry video >SSR actually looks like shit in gameplay
With SSR disabled nothing looked out of place.
is there anything more annoying than options being all tied together like that? >motion blur >dof >chromatic aberration and lens flare >other post processing stuff that you want to keep >medium has no motion blur or dof but still have chromatic aberration and lens flare >it's also missing all the other good post processing effects but i'm not sure what specifically counts as post processing so whatever
reflections are fricking ass in modern games, turning rtx on still makes them look like shit and you get -40% fps. Unreal engine games have it the worst
AHEM
I did not ask.
Chromatic aberration is worse by the way.
I like chromatic aberration for sci-fi or sleeker games. I feel like it fits the feel.
only if you're extremely autistic. it's barely noticeable
Never understood this complaint. My brain just filters it out and I usually won't notice it unless it's turned up to 1000% in some drugged up cutscene.
>r*ddit spacing
funny how i rarely even notice it, i just prefer it to rtx since it's less performance intensive
Seriously what is wrong with it? That looks nice.
I understand it probably doesn't bother a lot of people but it really bothers me, especially on large bodies of water and super shiny floors on games. The edges of the screen have no reflections which is a drawback of SSRto
Oh thats what that effect is, yeah it annoys me too but luckily I don't notice it too often. Is it exclusively a water thing or does appear on other surfaces?
Anything with reflections near the edge of the screen, or that's supposed to be showing something not on screen.
This makes it pretty much useless for e.g. mirrors, where you would expect to see things that are behind the camera..
just because unreal engine does it poorly doesnt mean all games do too.
best non-rt implementaiton is something like hitman's which is planar reflections, screenspace reflections and cubemaps all mixed and matched to support each other. Works really well and isnt that demanding.
Unreal engine actually has cubemaps and 5 replaces it with lumen reflections, so it's just lazy devs as always
Do it vertically and it looks even worse as the reflections of the rocks in the water disappear
taa ghosting bothers me way much more
Yeah that definitely looks like shit but what else can you expect from triple-A goyslop
>goyslop
Hey everybody, we got us a brainfricked israeli golem over here!
make sure to turn on motion blur too
>gryffincuck
You deserve it
Tbh, it's shit. But it's developers fault not to know how and when to use it. It should be very soft and have cubemaps as primary reflection. Also there are better reflection methods for large open world games, like what rockstar does since vice city
yeah i automatically turn off all screenspace reflection because i notice it's mistakes more than i care for what it does, it's always been inaccurate as all hell with graphical errors constantly appearing
That's gay
Im not sure I understand, what is it exactly?
>motion blur
>volumetric fog
>chromatic aberration
>lens flares
>auto exposure
>every other camera effect that doesnt belong in a game where you play a fricking human
per object motion blur can look good at high refresh rates and motion blur can hide low frame rates a lil bit at 30fps if you're a poorgay,
Volumetric fog looks great if used sparingly
Chromatic aberration does indeed look liek shit
lens flares look like shit
Its not that devs are morons, its that games are so incredibly demanding and complex now that doing stuff like reflections has become very hard. Back in the day they could just use a planar reflection, which just double the geometry of the scene, perhaps simplifying it a bit. But doing that in a new AAA game would crash the game due to all of the shit having to be rendered, even if simplified.
I liked how DMC5 used CA, I think it only appeared on spells or magics and made it feel more otherworldly
I recall reading about some movie director who was pissed because he was trying to get a lens flare and failing, until someone told him that lens flare is a *defect* that lens makers worked fricking hard to eliminate.
Volumetric foge is not a camera artifact.
>auto exposure
lmao touch grass incel. You'll notice something happening when going outside from your dark room.
>
it's better than not having it
>goyslop ui
in RE2 Repozz every puddle in a dark room reflected every light source
these developers are beyond retarted
RE engine has shit reflections tho
RT update fixed it
how do you autists even notice these details
You answered your own question.
what is this game?
troony Potter.
TAA ghosting, SSR and chromatic aberration is the trademark of modern goyslop.
Bloom is worse.
it's one of those effects that I think most gamers just think "that's just how reflections in games work" or something they don't pay attention to. Not realizing it's actually a sign of extreme laziness or lack of skill on the part of the game's programmers because they couldn't implement a better reflection system.
to add on to this, the reason I think they're so egregiously bad is that they work as a "good enough" crutch in a way that people give games with SSR a pass as having "good graphics" when realistically the game's graphics should be judged based on turning off the reflections entirely or judged worse for having SSR enabled.
Yeah, I wish we used all that upscale shit to render off-screen an upscaled low-resolution portion of the world, just enough to make these artifacts dissapear.
Looks fine to me, looks just like real life
>speed limit sign that would have to be the size of skyscrapers for the reflection to make sense
Lel
when i start up a new game the first thing i do is disable motion blur and bloom
I genuinely would rather disable SSR.
>have 2070S
>play REmake 4
>want to play at 4K using FSR2
>experiment with settings in the demo for actually consistent 60 fps to prepare for the full game
>find out SSR to be one of more demanding settings, even without any visible puddles and other shit
>simply disable it
>finish the game
>watch Digital Foundry video
>SSR actually looks like shit in gameplay
With SSR disabled nothing looked out of place.
>Puts SSR inside of generic "post-processing effects" on/off toggle in options menu along with actual nice-to-have graphical effects.
is there anything more annoying than options being all tied together like that?
>motion blur
>dof
>chromatic aberration and lens flare
>other post processing stuff that you want to keep
>medium has no motion blur or dof but still have chromatic aberration and lens flare
>it's also missing all the other good post processing effects but i'm not sure what specifically counts as post processing so whatever
reflections are fricking ass in modern games, turning rtx on still makes them look like shit and you get -40% fps. Unreal engine games have it the worst