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?
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PS3-> everything is sepia filtered and bloomed until nearly unplayable.
I will say that a well executed motion blur is just a chef's kiss type deal, but it's hard to get right and easy to fuck up
Personally I use motion blur in every racing game I can but nothing else. It helps with the sense of speed and smoothness.
PS3-> everything is sepia filtered and bloomed until nearly unplayable.
That's just games from that period. It's not excluse to PS3.
I always turn that shit off. Especially bad when it's a first-person game, as if your eyes were a camera.
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.
Chromatic aberration and Motion blur are the absolute most important to turn off right away for me, but DoF is a close second. I don't mind the other stuff.
The main problem with these is giving people control of these properties without them knowing how the cameras work in real life.
The problem is that I am not playing as a camera, so why the hell would I want my in-game vision to emulate one?