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...
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...
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.
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.
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
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.
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.
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
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.
Strongly disagree. Well implemented per-object motion blur is useful at all framerates.
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.
Guess what else was on by default? Oblivion bloom.
Motion Blur
Depth of Field
Chromatic Aberration
These three always gets turned off immediately
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? 🤮
That, and vignettes
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.
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
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..."
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!
In the same vein, lens flares in FPS games are annoying.
It's meant to represent your character being wet/dirty. Adds to the sense of immersion by simulating the sensation of touch.
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.
Good for you. Some of us get lens flare naturally at night because our eyes DO work like that.
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.
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:
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:
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.
Thanks for all that. Great read.
+1 For "Chromatic Abortion."
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.
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.
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.
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).
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.
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
Burnout Paradise for me.
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.
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.
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.
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.
Me too! Depending on the game and implementation, it can look awesome.
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.
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
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.
Natural with respect to a film camera. Come on.
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.
Ok sure, remove the film grain... then add in your eye's natural blind spots, automatic content fill, and varying resolution.
You could say that's already added by the eyes you're viewing the game with
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.
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.
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.
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!
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.
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.
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.
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.
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
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.
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.
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.
I do, It adds to the aesthetic IMO
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.
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.
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.
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.
And it depends on the type of motion blur.
A sword moving quickly bluring is fine. The whole screen bluring usually isn't.
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)
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.
That's what I was thinking it was. I generally dislike anything that distorts the image like bloom and motion blur as well.
It feels like playing a game with that old red/blue 3d effect filter slapped on it, but without the glasses. Instant headache.
I like it.
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.
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.
Don't worry, you're fine!
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.
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
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.
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.
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).
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.
Anti aliasing, ambient occlusion, chromatic aberration, all off.
Improve performance and get better detail at the same time!
Add motion blur to that list too.
Oh shit I forgot, and film grain.
what kind of psycho turns off ambient occlusion? it has zero impact on performance.
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.
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.
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.
thanks for using Leebra!
go to feed...
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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