But what about Bloom?
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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.
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?
It could be a twelve year old capture.
Says 24 at the top
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?
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.
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.
Different mediums. Different perception. Games are a different kind of immersion.
i like lens flare its pretty
I like lense flare for a bit if I'm just enjoying the scenery or whatever. If I'm actually playing the game though, turn that shit off so I can actually see
You are supposed to not see
i need some motion blur on otherwise i get motion sickness.
Wait, I've been turning it off to prevent motion sickness. 🤔
My friend is the same way as you haha.
Bad effects are bad.
I used to hate film grain and then did the research for implementing myself, digging up old research papers on how It works at a scientific level. I ended up implementing a custom film grain in Starfield Luma and RenoDX. I actually like it and it has a level of "je ne sais quoi" that clicks in my brain that feels like film.
The gist is that everyone just does additive random noise which raises black floor and dirties the image. Film grain is perceptual which acts like cracks in the "dots" that compose an image. It's not something to be "scanned" or overlayed (which gives a dirty screen effect).
Related, motion blur is how we see things in real life. Our eyes have a certain level of blur/shutter speed and games can have a soap opera effect. I've only seen per-object motion blur look decent, but fullscreen is just weird, IMO.
On Motion blur, our eye's motion blur, and camera's shutter speed motion blur are not the same. Eyes don't have a shutter speed. Whatever smearing we see is the result of relaxed processing on the brain side. Under adrenaline with heavy focus, our motion blur disappears as our brain goes full power trying to keep us alive. If you are sleep deprived and physically tired, then everything is blurred, even with little motion from head or eyes.
Over 99% of eye movement (e.g. saccadic eye movement) is ignored by the brain and won't produce a blurred impression. It's more common to notice vehicular fast movement, like when sitting in a car, as having some blur. But it can be easily overcome by focused attention and compensatory eye tracking or ocular stabilization. In the end, most of these graphical effects emulate camera behavior rather than natural experience, and thus are perceived as more artificial than the same games without the effects. When our brain sees motion blur it thinks movie theater, not natural everyday vision.
Yeah, if you see motion blur in real life, that usually means something bad, yet game devs are not using it for those purposes.
raytracing's the cool kid, keep him in