• Alexstarfire@lemmy.world
    link
    fedilink
    English
    arrow-up
    26
    ·
    1 year ago

    Glad there isn’t even one picture to show what the effect is. Are they talking about lens flare or something similar but different?

    • xkforce@lemmy.world
      link
      fedilink
      English
      arrow-up
      40
      ·
      edit-2
      1 year ago

      It is more or less a color halo outlining everything. It was supposed to simulate the subtle visual distortion of older lenses i.e cameras but… who the hell even wants that?

        • mindbleach@sh.itjust.works
          link
          fedilink
          English
          arrow-up
          4
          ·
          1 year ago

          Every gimmick for verisimilitude gets abused to hell and back. We just gloss over the ones that are less frustrating to the goal of… lookin’ at stuff.

          Destiny and Warframe are awash in gold because physically-based shaders made metals look super good. Ambient occlusion was egregious after Crysis, but games without a little bit feel weird now, and even the Wii got coerced into doing it efficiently. HDR tone-mapping was part of the brown-and-bloom era, but it’s still here and you’d never think twice about it.

          Lens flare is more common than ever, but much better than its goofy line-of-sprites roots in the 90s, because you blur the whole screen and flip it. It doesn’t have to be blinding to be obvious and… aesthetic.

          “God rays” and participating media / volumetric fog have been admirably restrained, considering how stupidly pretty they look, and the fact PS3 launch titles figured out you can just do it badly and blur. Downright awful sampling works so long as it’s different awful sampling from nearby pixels. Even Quake 3 did some sparse approximations on the CPU. I guess thick fog is just undesirable to developers, now that it’s not disguising tiny worlds or keeping framerates tolerable.

          Unfortunately we can probably expect shakycam to take off after Unrecord. That game does a ton to look shockingly realistic, but a lot of companies will overdo about half of its tricks, and not understand why their playtesters have such queasy stomachs.

      • starman2112@sh.itjust.works
        link
        fedilink
        English
        arrow-up
        13
        ·
        1 year ago

        As an amateur astronomer with a strong eyeglass prescription, chromatic aberration is the bane of my existence. I get why they try to simulate a camera, but the more I can avoid the pitfalls of cheap low quality lenses, the better–I already have two of them on my face all the time

        • Socsa@sh.itjust.works
          link
          fedilink
          English
          arrow-up
          3
          ·
          1 year ago

          Same, I even pay hundreds of dollars out of pocket to have glass lenses cut because I legitimately don’t understand how people deal with the chromatic distortion and starburst effect that come with the high refraction plastic.

          I mean, I do get it - people just don’t know any better. What I don’t get is why a literal doctor of optometry will look at you like you’ve got three heads when you start asking about the superior optic properties of glass.

      • GreenMario@lemm.ee
        link
        fedilink
        English
        arrow-up
        12
        arrow-down
        2
        ·
        1 year ago

        Like Bloom in the 7th gen it was the style at the time. Someone at the time had a shitty idea that the “camera” in games should mimic cameras (bad ones) and I guess some exec liked it and was spread along all AAA games.

        I guess now we’re going back on that like we did with “brown and grey = realism” fad.

      • Son_of_dad@lemmy.world
        link
        fedilink
        English
        arrow-up
        9
        ·
        1 year ago

        I don’t understand this need to make games look like they’re filmed on a camera, it kills the immersion for me. I’m playing a fantasy game, I don’t want it to look like I’m watching a shitty video. Some games also do this thing where going from dark to light makes the screen super white so you can barely see for a second, cameras do that very noticably but eyeballs don’t

      • gornius@lemmy.world
        link
        fedilink
        English
        arrow-up
        4
        ·
        edit-2
        1 year ago

        The correct way of implementing chromatic aberration would be like the one on the “corrected” side. There is still some, but it really is subtle.

        Anyway, I don’t think games are a good target for chromatic aberration. It’s really meant for photorealistic scenes, mainly photorealistic renders, that give a sort of uncanny valley effect without it.

        But once again - it looks stupid if your scene is not photo-realistic in the first place.

        • xkforce@lemmy.world
          link
          fedilink
          English
          arrow-up
          7
          ·
          edit-2
          1 year ago

          It is supposed to mimic low quality cameras. Chromatic abberation occurs because different colors of light focus at slightly different distances from the lens. This is the same effect that causes prisms to “split” white light into its component colors. i.e the angle light is bent depends on its wavelength/color. Newer, more expensive cameras have various means of either cirrecting for or avoiding the problem.