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JigglySackles 74 points 3 years ago

All the effects are highly game dependent for me. Except for motion blur. Fuck motion blur. Worst fucking idea ever. Shit already blurs when you move it fast why make it worse....

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kadu 52 points 3 years ago
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bassomitron 53 points 3 years ago

This. Fans spinning in a game? Motion blur good. Turning head slowly? Motion blur bad.

I will add though that I wish the settings allowed me to disable camera blur but leave object blur on. Maybe one day...

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MisterFeeny 21 points 3 years ago

Tiny Tina's Wonderlands had two toggles, one for camera blur and one for object. Only game i've seen that in and really wish more did it.

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NightOwl 4 points 3 years ago

I thought that wasn't great particularly in the over world where it made it look like your character was Sonic with it looking blurry when they weren't even moving fast.

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wizardbeard 8 points 3 years ago

Holy fuck thank you! I hadn't realized that was my specific issue with motion blur and why sometimes it didn't seem so bad, but that hits the nail in the head.

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evranch 11 points 3 years ago

I despise motion blur and am always baffled by the fact that it's usually on by default.

Why do they want to make the game look like I bought a cheap monitor? I specifically did NOT buy a cheap monitor, because I don't want everything to be blurry

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NightOwl 8 points 3 years ago

It makes sense for 30 fps capped games, since even consoles with the best frame timing and locked 30 fps feel and look terrible without motion blur to smooth things out. That's pretty much the few instances motion blur is needed, but once a minimum of 40 fps is hit that isn't needed.

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evranch 3 points 3 years ago

Honestly I usually run mods or patches to unlock FPS when I can, but I also grew up in the days of regular drops to single digit FPS on consoles and got used to it. So even playing on my Switch I turn motion blur off, I'd rather see a bit of frame stutter than motion blur but I can understand that's a personal preference. (Actually my daughter has the switch now and I play my switch games on PC in the resolutions they deserve, with no blur lol)

I will admit since I finally upgraded to a 165Hz 1440p monitor and got used to playing at beautifully smooth >100fps, 30fps seems worse than it used to.

Sure, a little bit of blur to cover up the frames and simulate the old slow response rate of TVs is acceptable, but when you turn the camera and the whole screen smears it's just unplayable.

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FlihpFlorp 2 points 3 years ago

I’m a weirdo who thinks 45 fps is good and imo just a touch of motion blur can smooth it out a little

If I’m running a game at 60+ plus tho yeah no

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NightOwl 2 points 3 years ago

After I got my Steam deck I've run lot of games at 40 fpz even if they can run at 60 fps since it's been a good balance of smoothness and battery life. But, 30 I refuse to do.

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NewNewAccount 2 points 3 years ago

Strongly disagree. Well implemented per-object motion blur is useful at all framerates.

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NightOwl 2 points 3 years ago

Most people when they talk about motion blur mean one that applies it to everything. Most games don't even have per object motion blur that it's not even ubiquitous enough to assume that is what is being talked about. Especially if you are talking of console games from last gen when 30 fps was the standard.

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Hamartiogonic 6 points 3 years ago path: 0 4765568 4768102 4772210, hotness: undefined, score: 6, children: 0
Max_P 56 points 3 years ago

I have enough chromatic aberration from my glasses, I definitely don't need another layer of it

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AceQuorthon 47 points 3 years ago
  • Motion Blur

  • Depth of Field

  • Chromatic Aberration

These three always gets turned off immediately

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LaggyKar 18 points 3 years ago

And film grain

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Carighan 9 points 3 years ago

Very rarely I find this adds to visuals. But it's incredibly rare, it really only makes sense if used in specific situations only, specifically when showing something that happened in the past. In those situations, film grain + sepia colors can be used to avoid having to explicitly mention that this is a flashback.

As a general look, all the time? 🤮

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Natanael 2 points 3 years ago

There's at least one puzzle game using film grain with no option to turn it off that initially made me think it's game engine is broken

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AceQuorthon 8 points 3 years ago

That, and vignettes

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WereCat 7 points 3 years ago

I'll sometimes leave motiom blur enabled... If its well implemented. Usually it's not

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regbin_ 2 points 3 years ago

Depth of field stays on for me, even in competitive FPS. That's non-negotiable.

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kemsat 1 point 3 years ago

In competitive it’s a bit far for me. Single-player? Stays on.

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regbin_ 5 points 3 years ago

I like it when I aim down sights and the games blurs the rest of the weapon except sights like in CoD and Apex. Helps reduce high frequency details.

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ProfessorProteus 36 points 3 years ago

I'm surprised that nobody mentioned (or I missed) lens dirt. Why in the hell does my fps character have dirt on his eyeballs?

And water drops streaking down the screen during rain! If you have to depict rain on the eyes, make it blur the entire screen and cause the player to "blink" once or twice. Except don't because that also doesn't belong in video games. I can maybe see that adding to the immersion in a Mirror's Edge-like game though, as annoying as it would be.

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SatyrSack 20 points 3 years ago

Kind of makes sense for something like Halo where your character has a helmet/visor.

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ProfessorProteus 13 points 3 years ago

Absolutely. I do quite like it in Halo, Metroid Prime, etc. But some art directors must think John Battlefield has corneas the size of beach balls

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Klear 7 points 3 years ago

BLOODY SCREEN!

So real!

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ProfessorProteus 6 points 3 years ago

Whoa, I haven't seen anyone else reference that "game" in forever! I still play that sound clip in my head every time I see that effect.

"You can't stop me, unless the game goes into slow motion for some reason and I become easier to shoot." Beewwww "Oohhhh nooooo..."

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Klear 3 points 3 years ago

Boring! Boring!

Bulletstorm is among my favourite games of all times and especially on my mind at the moment since a VR port is coming in December... can't wait!

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ProfessorProteus 2 points 3 years ago

I've never played Bulletstorm, but they also have been developing a game called Witchfire that I've been so excited for ever since I saw the first teaser like... 5 years ago. Apparently it just released into early access last month but somehow I missed the announcement!

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samus12345 6 points 3 years ago

In the same vein, lens flares in FPS games are annoying.

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Pxtl 1 point 3 years ago
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Zoomboingding -2 points 3 years ago

It's meant to represent your character being wet/dirty. Adds to the sense of immersion by simulating the sensation of touch.

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ProfessorProteus 8 points 3 years ago

I'm sure that's true in some cases, but it seems like devs tend to rely on it for easy realism, like all the other things mentioned here (CA, motion blur, etc.). Personally, it takes me out of the experience when I notice it, but I guess it's not that hard to ignore if the game is otherwise engaging.

I put it in the same category as that effect where the screen gets bloody (or worse, vein-y) when you take damage, then it goes away when you heal. As if Ben Stein himself dowsed you with Clear Eyes.

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Asafum 3 points 3 years ago

That's how I feel about lense flare too... My eyes aren't the same as a camera lense... Yes we have a lense in our eyes but it doesn't work like that lol

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Pxtl 5 points 3 years ago

Well, a dazzling effect would still be appropriate. I know some games leave spots on the screen after a flash-bang.

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ElderWendigo 0 points 3 years ago

Good for you. Some of us get lens flare naturally at night because our eyes DO work like that.

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BallShapedMan 26 points 3 years ago

Depends on the game. I'm 50/50 on this I feel. Vignetting and film grain I always turn off. Lens flair is annoying most of the time too but of this list I find chromatic abortion to be the least offensive.

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loobkoob 30 points 3 years ago

I think vignette and film grain can both look great in small doses and in the right situations, but they have to be really subtle. If you can actively see them, it's already far too much. Unfortunately, most games go wayyyy overboard with them.

Film grain has a few psychological effects:

  • it can evoke a sense of nostalgia, as if you're watching old footage
  • it can add texture, which can stop players from perceiving flat textures as being as, well, flat, stop jagged edges from standing out as much, and adding a sense of depth
  • it can make something feel more "genuine" - rather than being clean, edited, almost clinical feeling, film grain can make things feel a little more raw and believable
  • it can add a "documentary feel", especially combined with camera shake (another thing a lot of games are far too liberal with, but that can be great in the right moment/dosage) which can make the player/viewer feel more like they're in the action themselves
  • a lot of cinematic masterpieces were filmed on analogue film. Film grain is something people subconsciously associate with something being cinematic, to the point where a lot of modern film/TV that's shot on digital cameras (and therefore doesn't have film grain) will have digital noise added to emulate the effect. Games do it for the same reason.

As for vignette, I think this is far more niche and definitely something that isn't used well in a lot of games. The biggest reasons to use it are:

  • to draw the player/viewer's eye to the centre of the screen/frame
  • to reduce the player's peripheral vision - this can be good for horror games to add a feeling of claustrophobia, or in any genre when the player is wounded (although many games will add fairly distinctive bloody overlays rather than a simple vignette)
  • during low-light situations - like above, but it can really sell the darkness a lot more (on top of actual low-lighting effects) if there's a well-done vignette.

The thing is, both things need to be used in tasteful quantities, and ideally done dynamically. Just plastering them over the entire screen all the time looks terrible, whereas using them in specific situations and being more selective with how they're applied - like in low-light situations, certain environments, or specific story moments - can work really well. And most developers simply don't do that.

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ChucklesMacLeroy 4 points 3 years ago

Thanks for all that. Great read.

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OldQWERTYbastard 10 points 3 years ago

+1 For "Chromatic Abortion."

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Carighan 25 points 3 years ago

I generally classify "style effects" into two categories.

Strictly inferior technology
These are things that had absolutely no upside to showing up in their media, they were entirely a relic of older and less perfected technology not being able to produce the picture we wanted yet.

  • Chromatic abberations
  • Film grain

There is no reason to have these unless you're doing a flashback and want to intuitively imply how much older this scene is versus the other ones.

Stylistic technology
While 99% of the time as a photographer you'll avoid these, there are situations where you intentionally utilize them to highlight something.

  • Depth of field
  • Motion blur

So in specific situations - as in, not enabled all the fucking time - they could be good in my video game, highlighting a specific very fast motion or a specific focus on a slice of depth. But instead, video games just turn them on or off, CEOs being too cheap to pay artists to go over the scenes one by one and utilize these effects to their full artistic potential.

A good example for well-used motion blur would be if you can find a speed powerup, and motion blur specifically enables on your character's animations only when that is in use, and is completely absent otherwise. The sudden appearance of motion blur then highlights just how fast your character becomes with this powerup.

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max 9 points 3 years ago

Depth of field is an incredibly important tool for photographers? Not sure why you think they try to avoid it 99% of the time (apart from the fact that you literally can't avoid it, but I'm assuming you mean shallow DoF).

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Carighan 3 points 3 years ago

Eh yeah, I should have been more specific with that. It's a natural element of any picture, but I meant that they "passive", the uncontrolled, the non-intentional DoF, that's to be avoided. DoF is a component of a good image, but intentionally so. But just like with motion blur, it's usually applied "overall" in video games, not to highlight specific areas or elements of a scene.

Like motion blur, I can imagine plenty scenes where an intentionally placed and sparsely used DoF can really augment the impact of a scene. But one key component to that is that it has to be intentional, and we just don't see that happen in video games sadly.

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thisbenzingring 8 points 3 years ago

I hate motion blur so much. The only time I have ever seen it used properly is in Everspace 2, when you fly into a zone

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HerbalGamer 3 points 3 years ago

Burnout Paradise for me.

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tpyoman 6 points 3 years ago

They did a real good job on the NoS effect in the 2005 Need for Speed: Most Wanted, although it's unrealistic but was cool as fuck.

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2ncs 6 points 3 years ago

There is no reason to have these unless you're doing a flashback and want to intuitively imply how much older this scene is versus the other ones.

There actually is a reason for both of those to be used in video game development

You really should do some research on practical applications of both of these features

But instead, video games just turn them on or off, CEOs being too cheap to pay artists to go over the scenes one by one and utilize these effects to their full artistic potential.

And apparently do some research into how these are implemented.

Noise/Grain is used to add texture after using some sharp aliasing, it can subtly help blend things. Similarly aberration can help soften edges that get really sharp when rendering.

Irregardless of what they can practically be used for, they are implemented as simple features that users have the ability to control. Both features are just screen space shaders that take very little dev time and processing power. They are added as an extra little feature that's simple not because the CEO is too cheap. It sounds like you are unhappy with a game you've played and seemingly blamed it on them adding a noise filter, so now any use of it is lazy.

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Carighan 3 points 3 years ago

Noise/Grain is used to add texture after using some sharp aliasing, it can subtly help blend things. Similarly aberration can help soften edges that get really sharp when rendering.

Eh, grain doesn't add a texture to anything. It's a screen space effect that's added to the image as a whole. And yeah sure it can mask sharp corners. And soft corners. And crisp textures. And soft textures. And small detail. That's a given, considering it's drawn right over them.

That's like saying you could solve a wrong hue in a texture by enabling color blind mode by default. You could, but you'd probably - correctly - realize that you're massively degrading the image quality for no good reason. Exactly what film grain and chromatic abberation do, mind you.

they are implemented as simple features that users have the ability to control

If that were always the case - and ideally they'd be off by default - then sure. Even better would be if they were used to highlight specific situations only, like when showing an old video ingame or looking through an old lens aparature or so.

It sounds like you are unhappy with a game you’ve played and seemingly blamed it on them adding a noise filter, so now any use of it is lazy.

No, I'm unhappy with any game that enables these all through. Doesn't meant the games are overall bad. But they could be better, like if they didn't have film grain or chromatic abberations. Simple.

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eupraxia 3 points 3 years ago

Film grain is useful specifically in cases where you're using lighting techniques that have to take a lot of expensive per-pixel samples. If you reduce the number of samples to save on performance, the value doesn't converge and therefore you end up with random noise in your lighting output. Film grain is a compromise that adds random noise everywhere so that the noise in lighting is less noticeable, which looks even worse. Generally it's combined with a sharpening filter that retains hard edges, but if overused it can definitely wash out texture detail.

Motion blur is useful in cases where you're using temporal effects that gather screen-space data over several frames. These generally look great if the camera stays mostly still, but if the camera is moved a bunch you might end up with "ghosting" as the previous frames' data is used for an incorrect camera position, and motion blur lets that data accumulate before the image is clear enough to spot issues.

Chromatic aberration is unlike those in that it's not generally covering anything up, it is entirely an artistic effect. I think it can look pretty amazing if used subtly, but much like bloom it can very easily be overused and just get annoying instead. If you're noticing the distinct RGB color banding at the edges it's being used too much. But used right, it can give a lot of flair to bright lights, with a mild bit of hue shift at the edges.

I don't like motion blur or film grain, I think they're both crutches and look like piss, but to a dev team given limited resources to get a game out the door, they might be the crutch that makes the game shippable. Believe it or not, both of those effects look better than what they're generally covering up. Games are all held together with duct tape and prayers under the hood.

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amio 4 points 3 years ago

I absolutely hate motion blur in games too. It's usually way too strong and only gets in the way. Not to mention it tends to be a heavy-ish effect on lower-end hardware, and nobody optimizes shit for shit these days.

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Dagnet 25 points 3 years ago

I like it. I can't explain why but I do. IMO, as long as it's a toggle, everyone can be happy (haven't found a game that forced it yet, though I probably wouldn't notice if it did)

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FooBarrington 4 points 3 years ago

Me too! Depending on the game and implementation, it can look awesome.

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coffinwood 2 points 3 years ago

I like chromatic abberation too. And film grain, vignettes, scan-lines, dirty/wet camera effect, lens flares. The lot.

Not all at the same time and not on max settings. But when having a helmet equipped or using something like a Scanner or spectacles in a game, why not? If it suits the purpose and / or the aesthetic, I'm fine with it.

Personally I draw the line at motion blur, which simply makes me sick.

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Dagnet 2 points 3 years ago

Personally never saw the appeal of vignettes and film grain, and sometimes the game doesn't give us the option to turn that off, which is really dumb since its very simple to code. Not judging what you like ofc, I just want to have options

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PixxlMan 22 points 3 years ago

Then lock the framerate to 24 and enable motion blur to pretend it's actually smooth. Voilà! A terrible, albeit cinematic, experience, just like god intended!

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Tavarin 3 points 3 years ago

Depends on the game. A fast paced FPS, sure that would be bad. A story driven detective noir, that could look great.

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PixxlMan 5 points 3 years ago

Eh, sure I guess, as long as it's optional. I personally seriously can't stand playing games with less than 60 fps, even if slow paced, it just feels imprecise and annoying to me.

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MooseBoys 20 points 3 years ago

to render the most clean game possible

Why do you think the goal is to make something “clean” looking? You know what’s clean looking? Asteroids, Battlezone, etc. Many games are going for a more cinematic look, in which case CA, film grain, etc. can seem natural. As long as there’s an option to disable it, I don’t see why people take such objection to its presence.

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kadu 8 points 3 years ago
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toybastard 3 points 3 years ago

Natural with respect to a film camera. Come on.

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kadu 7 points 3 years ago
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toybastard 2 points 3 years ago

The counterpoint given is artistic expression. If a designer wants the game to feel like an interactive film, then they're going to use the tropes found in films.

If chromatic abberation enhances the mood or feel or themes of a title, I think it's fine to use as long as there's an optional toggle to remove it for folks that don't like it.

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MooseBoys 3 points 3 years ago

You do know what “cinematic” means, yes? Most shots in cinema aren’t meant to seem like they’re seen from the perspective of an actual person.

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kadu 5 points 3 years ago
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Feathercrown 2 points 3 years ago

Ok sure, remove the film grain... then add in your eye's natural blind spots, automatic content fill, and varying resolution.

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idogoodjob 12 points 3 years ago

You could say that's already added by the eyes you're viewing the game with

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GeekyNerdyNerd 3 points 3 years ago

Ok sure, remove the film grain... then add in your eye's natural blind spots, automatic content fill, and varying resolution.

Aka: the eyes you are using to play the game + Frame Generation + Dynamic Resolution.

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Shea -9 points 3 years ago

Because le Reddit army hates it so they do too. Half of these nerds get all their opinions told to them

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Kumabear 19 points 3 years ago

If games apply it in context as an immersive effect I’m ok with it if it’s not over done.

Like when I’m looking down a scope or something, or through binoculars.

Games that apply it as a full screen effect I turn it off immediately.

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sic_semper_tyrannis 19 points 3 years ago

I always turn it off. In photography CA is a bad thing. All lenses have it but a poor lens design will have more if it. It's a thing that everyone wants to elimate to have a good photograph.

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ricdeh 7 points 3 years ago

What's fascinating is that lenses for photolithography, the process used for projecting the patterns of the mask on the silicon substrate in the manufacturing of integrated circuits, have almost no aberrations, or at least their effect is negligible! That's due to the awesome engineering behind modern lens manufacturing. These were brought about, for the most part, by growing automation and computerisation and subsequent gains in precision. This means that imperfect lenses were once used for photolithography to make ICs, those ICs were then used to make better lenses, the resulting better lenses could make better ICs again, etc. We owe so much to computers!

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uberrice 1 point 3 years ago

That's a big problem if all was lost and we had to rebuild just from experience. You can't just make a 5nm chip because you know how to do it. You need 7nm chips in the machine that makes 5nm chips. That machine needs 12nm chips, and so on.

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Ok_gas_1987 16 points 3 years ago
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NightOwl 6 points 3 years ago

Even object based I found myself disabling in like third person game if they applied it to the character model too with movement coming across blurry. I prefer crisp visible animations overall.

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Carighan 4 points 3 years ago

Yeah if I wanted more motion blur I'd use a worse monitor. >.>

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TwanHE 4 points 3 years ago

Honestly, turning down the overdrive settings gives me a better motion blur than most games.

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doggle 15 points 3 years ago

Film grain, ostensibly, is meant to reduce color banding. Chromatic aberration is purely an aesthetic choice afaik.

But, yeah, "clean" usually isn't the goal. Also, rendering something cleanly and rendering something detailed, while not mutually exclusive, tend to be antagonistic to one another.

If you don't like it then fine, but that's just your opinion.

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kadu 9 points 3 years ago
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do_not_pm_me 7 points 3 years ago

Instead of file grain they should use dithering if they want to remove banding.

The film grain doesn’t really hide the banding that well.

I think the film grain is just to make it look like a film not to hide color banding.

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Sylvartas 3 points 3 years ago

There is pretty much always some level of dithering involved, but its settings are rarely exposed to players

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Kyouki 13 points 3 years ago

Ah yes one of those lovely movie type effects that make sense for movies but not for games. Worser offenders are those that enforce them or don't even add menu options to disable said features. Looking at you, taa.

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dan1101 13 points 3 years ago

Word. One thing I wish Steam would do is let us choose defaults for settings like that, and games can choose to use those settings.

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NightOwl 8 points 3 years ago

Especially for steam deck. Wish there was an option to have a community preset you choose replace the settings.

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theneverfox 1 point 3 years ago

That would be a fantastic feature, and valve is worker directed - if you convince a valve dev to implement it, it could easily catch on

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Aganim 10 points 3 years ago

I made the mistake of not turning off CA in ME: Andromeda, almost threw up after 15 minutes or so. Something about the way it was implemented just made me motion sick. Never again, these days CA gets disabled immediately.

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TwoBeeSan 4 points 3 years ago

How is Andromeda these days?

Considering giving it a go next sub $10 sale.

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GoodEye8 3 points 3 years ago

I got the entire ME collection during some sale and played them through in order. Maybe it was burnout, maybe it that I played it right after the trilogy, but the only emotion Andromeda evoked was unbelievable boredom.

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StephniBefni 2 points 3 years ago

I actually really enjoyed Andromeda, it's not the masterpiece that the trilogy is, but it's a good, fun game, and the combat is actually better.

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M137 2 points 3 years ago

I absolutely loved it, more so than ME3. I went into it with low expectations and was blown away, highly recommend.

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Aganim 2 points 3 years ago

I would say that for < $ 10 you can't go wrong, I've found it to be quite enjoyable. Not as good as the original trilogy, but most definitely worth it, especially at that low price.

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clemdemort 9 points 3 years ago

I do, It adds to the aesthetic IMO

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Kjatten 9 points 3 years ago

I'd only turn it on in something like cyberpunk, just fits the aesthetic. But I don't see any reason for it to be in a less stylised game.

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dustyData 8 points 3 years ago

I'm all for style over fidelity any time of the year. But often times these things certainly go against the feel and aesthetic of the game. Specially with games whose art direction is 50 shades of brown. It's a bunch of unpleasant smears.

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Kolanaki 7 points 3 years ago

It's nice when you're actually looking at, say, an LCD screen in the game. The best thing I can think of to use Chromatic Aberration correctly was Outlast. It was only used when looking at the camcorder screen and CRTs and such.

Basically any kind of effect to simulate looking through a camera lens, when you're in a first person game, is not immersive. It's dumb. My character's eyes are not camera lenses. I could see you getting away with it in, like, Cyberpunk. Where your eyes could be lenses. But that's it.

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kttnpunk 7 points 3 years ago

It's me, I like chromatic aberration, especially! Sorry. But film grain and motion blur are great too. I love when devs put in the work to make a realistic, stylish detailed world I really think all these things only add to immersion for me.

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lemmy___user 3 points 3 years ago

Motion blur is fine if you're consistently getting 60+ fps, but is awful with lower fps in my experience. Mostly looking at you Cyberpunk on Steam Deck.

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Smokeless7048 8 points 3 years ago path: 0 4810669 4812363 4812673, hotness: undefined, score: 8, children: 0
vsh 2 points 3 years ago
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dylanTheDeveloper 7 points 3 years ago

Film grain is often used to hide colour banding on stuff like the sky or fog since it's cheaper than dithering. Bloom is another popular choice to compensate AA like FXAA and colour banding (can't see colour banding if the bloom bleeds over it)

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arin 3 points 3 years ago

Hdr = less color banding

Sadly hdr is still new and not done right in games the past several years

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Lojcs 6 points 3 years ago

I've mostly seen it used to indicate a supernatural state of the game or a hallucination or something.

What game has it on all the time?

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samus12345 5 points 3 years ago

I always disable it given the choice even though I don't remember what it does. I must have turned it off on some game long ago and liked it better that way.

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kadu 7 points 3 years ago
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samus12345 4 points 3 years ago

That's what I was thinking it was. I generally dislike anything that distorts the image like bloom and motion blur as well.

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voodooseason 5 points 3 years ago

It feels like playing a game with that old red/blue 3d effect filter slapped on it, but without the glasses. Instant headache.

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Wahots 4 points 3 years ago

It most games, I don't like it. But in games with things like WW1 rifle scopes, it makes some sense. And its not overdone.

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operetingushisutemu 3 points 3 years ago

I like it.

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MargotRobbie 3 points 3 years ago

Movies are movies and games are games, we had issues with flaws with lens flare and chromatic aberrations due to the limitation of lens physics, replicating and intentionally these flaws of movies into a game does not make it "cinematic", that's an insult to the movie industry.

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Redhotkurt 4 points 3 years ago

limitation of lens physics

Hi Margot, that's an interesting observation. Those kind of artifacts have been associated with the big screen for so long that they keep persisting in the public consciousness, even though digital production is now the norm. I think we forget sometimes that these were not stylistic choices but the result of the limitations of film equipment. Nostalgia can be a weird intoxicating thing, I wonder if we'll ever feel the same way about AM radio?

Oh, and I'm sorry to do the "akshually" thing, but adjusts glasses some directors have been known to shine flashlights into the camera while filming to create intentional lens flare effects. So, like, it does happen in the film industry too. Sorry, wasn't going for a "gotcha" moment... I akshually did have to adjust my glasses just now and felt obligated.

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MargotRobbie 2 points 3 years ago

Don't worry, you're fine!

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Carighan 2 points 3 years ago

Exactly.

In film and picture, all of these features are things you want to avoid. A lot of effort goes into avoiding chromatic abberation and motion blur in particular. Depth of field is used on purpose, sure, but in a very controlled manner.

So what really does a video game then want to tell me if it has all of these + film grain and some other shit? "Our graphics are bad"? Because that's what I associate with these effects, bad cameras or bad filming.

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SkinnyTimmy 4 points 3 years ago

Mate the entire fucking film industry films at a 180° shutter angle (about 1/50 of a second) to get realistic motion blur. If they were trying to avoid it, they would film at something like 1/2500 instead of using ND Filters.

And some big directors / DPs still choose to use film instead of digital, in part because of the film grain.

The point about chromatic abberation is true though.

Don't let that distract from the fact that motion blur in games can fuck right off though. Just wantes to clarify

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justJanne 3 points 3 years ago

Yeah, I'm spending thousands of dollars on a single lens to get rid of chromatic aberrations and yet when I game, I'm somehow supposed to like that very same thing, emulated badly?

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Pyroglyph 2 points 3 years ago

In fairness, movies also insult the games industry by nearly constantly portraying gamers as shut-ins who play mindless killing games.

Never once have I seen a casual game like Slime Ranchers or Animal Crossing in a movie. Not that I'm not expecting to, I'm just tired of seeing Generic Shooter #3663749.

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Bonje 2 points 3 years ago

There is one game where I really liked having CA on. Hi-Fi Rush. But the rest don't gain anything from it esp fps.

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PlantJam 2 points 3 years ago

Let's add lens flare and lens dirt/grime to that list, too.

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Fades 2 points 3 years ago

Implementing chromatic aberration doesn’t cost “so much money, development and hardware to render”

the fuck are you talking about lmao. As long as there is an enable/disable option who fucking cares? Believe it or not your opinion is not the sole opinion of all gamers

You’re literally mad they provide an option and include it in the defaults because they themselves used it to achieve a certain aesthetic? It’s a fucking option, you don’t like it it takes a few seconds to turn off, one and done.

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Kyouki 3 points 3 years ago

not all options are given menu options or ways to be disabled, even worse some are enforced without a way to disable them at all.

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kebabslob -7 points 3 years ago

M8 you hate OP but you couldn't be bothered to even readthwirpost right. You just posted cringe, straight trash

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Presi300 2 points 3 years ago
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derpgon 6 points 3 years ago

Also head bobbing, some games make me nauseous.

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Pyroglyph 1 point 3 years ago

I just genuinely do not see the difference except in my frame rate.

Perhaps whichever game you tried it in had poorly implemented RT, or maybe when you tried it there were simply not many reflective surfaces around (which is where the most drastic effects of RT are most visible).

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Presi300 0 points 3 years ago
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Pyroglyph 5 points 3 years ago

Here is a screenshot I took when I played Cyberpunk 2077:

It looks a bit bland.

Now take a look at this screenshot I took a moment before, when I had raytracing turned on:

You can immediately see how the sunlight floods the room, making it feel warmer. A slightly less obvious difference is in the windows where you can see the reflections of the screens behind me. This becomes much more apparent when moving around in-game. Generally, the whole scene feels a lot more tied together because the light is bouncing more realistically.

I'll admit, this is a somewhat extreme example. There's a strong light and plenty of reflective surfaces, which is where raytracing really shines. But to imply that there's no difference at all is a bit of a stretch.

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Presi300 0 points 3 years ago
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kttnpunk 1 point 3 years ago
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MxM111 0 points 3 years ago

Pixel graphics.

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c0mbatbag3l -2 points 3 years ago

Anti aliasing, ambient occlusion, chromatic aberration, all off.

Improve performance and get better detail at the same time!

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pirrrrrrrr 8 points 3 years ago

Add motion blur to that list too.

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dym_sh 5 points 3 years ago

you dont like looking at the world through a vaseline-covered glasses?

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c0mbatbag3l 3 points 3 years ago

Oh shit I forgot, and film grain.

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IdealShrew 4 points 3 years ago

what kind of psycho turns off ambient occlusion? it has zero impact on performance.

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c0mbatbag3l 4 points 3 years ago

That's absolute nonsense lol how can a post processing lighting feature not impact performance?

I've literally seen it in real time with my FPS counter.

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thantik -4 points 3 years ago

Lots of games that I play use it when you're meant to be looking through a lens, like when you've got scuba gear on under water, and you would actually see chromatic aberration IRL. My daughter actually likes a lot of analog horror because a digital screen would just go blank if there were no signal, it wouldn't have all of the fuzziness and lines that make your brain want to try and "see through" the static and piece together what the image is.

Long story short, you have a shallow perception of the world, and you seem to want your games to be also as shallow. Something causes you to see these effects when they're on an LCD screen, but not in the real world, and the disconnect bothers you.

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Ottomateeverything 9 points 3 years ago

Long story short, you have a shallow perception of the world, and you seem to want your games to be also as shallow. Something causes you to see these effects when they're on an LCD screen, but not in the real world, and the disconnect bothers you.

Or you just have some narrow perception of the world where you think games only do this in places where it would actually happen. There are literally 3rd person games that have this. But I'm sure uhh, let's see here.... Yeah it's a camera is following you around and that camera has a lens with poor chromatic abberation. Yup. That's it.

Get off your fucking high horse.

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PunnyName 8 points 3 years ago

I was with you until that second paragraph.

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kadu -1 points 3 years ago
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jet -1 points 3 years ago

So you wrote a post that basically said "insert nasty thing here"...

If you don't have anything nice to say, sometimes it's better to say nothing.

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PotatoKat 0 points 3 years ago

Take your own advice

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