What are some unnecessary vidya technologies? I don't understand shit like ambient occlusion that is obviously screen spaced and creates halos and other artifacts that draw attention to them all the time.
What are some unnecessary vidya technologies? I don't understand shit like ambient occlusion that is obviously screen spaced and creates halos and other artifacts that draw attention to them all the time.
wait, isnt the middle guy highest iq because he is highest up?
That's not how it works
yes it is
the chart is upside down op is moronic
Welcome to Ganker, how's your first day going?
That seems like a reply a insecure newbie would give to try to fit in
BASED moron
that margin represents the majority, aka mid-iq people
lol morons
fpbp
Of course anon, of course
I WILL fall for this bait and I WILL be happy
Based.
But you don't have to render thousands of reflections like that. Only relevant ones, and you can optimize what's reflected similarly to how raytracing is optimized. It still performs better -- see the second modern Hitman game.
You, on the left.
That's right, but morons pretend the smaller ones are better. Fricking cretins
holy based. statistics btfo
Yes
based
It must, be it can't be a "bell curve" whatever that is because I don't see or hear a bell.
Based moron filtering out the midwits
Y axis is supposed to be labelled % of population
Middle represents "average IQ" where most people are
Left side is morons
Right side is geniuses
Anon I think you need to review standard deviations.
It's a scale. Leftmost has lowest numbers rightmost has highest numbers.
yes
This is a good argument against RT reflections - sort of - except proper ray tracing does a whole lot more to fix lighting issues, such as your ambient occlusion example, and from a dev's perspective mirroring entire rooms is still a pain in the ass and requires far more meticulous attention to detail than raytracing which will automatically draw exactly accurate reflections coordinating with the type of material it is being drawn on with no effort required from the developer's end.
>select assets
>mirror assets
Come on anon
>just draw the room thrice
>just draw the room N
Etc.
I
G
G
E
>just draw the room N
What the hell? Do game devs really say this to their employees? They don't even pay them a living wage on top of that either? Uhhh...
morons too stupid to understand how these charts work.
Kind of like the OP, who posted a chart with two axes and only labeled one of them.
>DoF
>Blur
I have eyes, you shit, you don't to simulate them for me.
This. I fricking hate this garbage. I always turn it off. Same thing with film grain. Chromatic aberration.
>Chromatic aberration
why the frick this shit even exists?
Your eye has chromatic aberration too. You can never escape it.
Because camera defects make things more cinematic
Movies have dof and blur, why shouldn't games?
Your eyes don't react the same way for reality vs a computer screen.
They have blur because they are shot at low shutter speed and fps. They have dof because of how some lenses work, it's done to get the best picture, and sometimes artistically. Games don't have these limitations, and there is nothing artistic about 99% of blur applications, like during reloads.
quick
someone post THAT
buta anon...
not... THAT!!!!! think of the kids!
>the average enjoyer
This is moronic and disingenuous.
You trace the rays once, and then you can use the data for better reflections but also better lightning as well.
And what happens if you need reflections on multiple surfaces? Draw the room a 3rd time? Then a 4th time? 5th? 6th? Once for every metallic surface in the scene? That will destroy the performances a lot faster.
Meanwhile your lightning is also garbage.
Raytracing perf hit is worth the complete removal of """"screenspace"""" fake garbage
Let's see Paul Allen's raytracing performance benchmark.