Just a little amusing and not that surprising.

  • BlackLaZoR@lemmy.world
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    42 minutes ago

    It’s IMO not the effect itself but how it’s used. Way too often game devs use it to mask low FPS and visual artifacts of incompetent graphic pipeline (usually Unreal Engine)

  • cholesterol@lemmy.world
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    8 minutes ago

    I just launched Valheim again and disabling DoF and motion blur were both ‘accessibility’ settings. Rustled me jimmies good.

  • myyass@lemmy.world
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    10 hours ago

    It’s like cool, I’m at home and playing video games drunk and my computer is also drunk.

        • Valmond@lemmy.dbzer0.com
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          14 hours ago

          Yeah we see non blurred only in a ridiculously small portion we look at anyways, IIRC it’s in a 3° split angle from the centre (yes you read that correctly, a cone at 3 degrees…).

      • alpine_jim@piefed.social
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        15 hours ago

        huh? Your eyes absolutely do have limited depth of field just like any camera, and need to focus at a particular distance. Anything as close as your nose will be out of focus, and if you’re reading something close, your distant vision will be blurry.

        You usually don’t notice it because the focus immediately follows your active attention.

        It looks wrong in games when the game wrongly assumes which item on screen you actually want to be looking at.

        • Cethin@lemmy.zip
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          14 hours ago

          I think you misunderstood what they meant. Like you said, your eyes adjust to have anything you’re looking at in focus. This means games shouldn’t use DoF because it makes everything not in the center of the screen out of focus. Our eyes can look at anything on the screen, not just the center. Until the game can track our eyes, not the center point, DoF is doing the opposite of what our eyes do. We can only look at one point clearly, instead of seeing anything we look at clearly.

            • KairuByte@lemmy.dbzer0.comM
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              6 hours ago

              Just to back up your edit, the tech has been around for decades. Only really reached consumers properly a couple decades ago, and has had no real adoption beyond the novelty. VR has brought it further into adoption, since you can render things at lower quality where the user isn’t looking. Further development of course depends on the adoption of VR which is slow at best and stagnant at worst.

            • halcyoncmdr@piefed.social
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              7 hours ago

              I feel like this is sort of how foveated rendering works now in VR with eye tracking. Rendering only what’s directly in the center of your view at full resolution to reduce the rendering workload and boost performance. Since you’re not going to actually view all that a full resolution anyway in your peripheral vision.

              https://en.wikipedia.org/wiki/Foveated_rendering

              • redjard@reddthat.com
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                6 hours ago

                It should be a lot harder than foveated rendering. For foveation you need to know the position of the eye, but for dof you need the shape of the lense inside the eye.
                You could try estimating the focus based on what the eyes together point at, but the eyes don’t actually focus in perfect match with their stereo vision.

                And then if you do manage to track it, you need to undo the eyes lense too, since it’s naturally trying to blur the screen away from being in focus.
                Currently vr just ignores it and the eye just doesn’t focus like it naturally would, but if you wanna have say the ability to focus between two overlapping things with the other blurring out of the way, you need that lense input, so you need the eye to focus, so you need to let the lense squeeze while the screen stays in focus.

                Tracking lenses seems so hard I wouldn’t be surprised if we get light field displays first. Which sidestep the whole problem and are really the right way to do it. Proper sharpness and blur on a passive screen even without tracking. For a good looking blur you probably only need a handful angular pixels, since you know the exact location the eye is at.

                • Cethin@lemmy.zip
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                  5 hours ago

                  Yeah, VR doesn’t need to fake it. Foveated rendering does fake it to an extent, but it’s purely at a detriment to image quality, but it’s out-of-focus anyway, so that doesn’t really matter, but the performance increase does.

        • BCsven@lemmy.ca
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          14 hours ago

          Their point was wherever we look it is in focus, because our eyes adjust, so the game should not blur anything, because if I want to look at trees down the road they shouldn’t default to blurry because I’m not at the trees.

      • thisIsaSuperPrivate@fedinsfw.app
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        15 hours ago

        This is part of art direction and the director is trying to focus the viewer’s attention on a particular area by utilizing it.

        I understand where you’re coming from but utilized well, it is a powerful tool.

          • thisIsaSuperPrivate@fedinsfw.app
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            14 hours ago

            Look, I do hear you, but when there is a director involved and they want to shape the narrative in a particular direction, then that’s one of the tools they have available. It’s just what it is.

    • prole@lemmy.blahaj.zone
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      14 hours ago

      It’s mind-blowing that most games still default to motion blur on. Makes me think they’re trying to cover up for something.

      Every now and then a game will have it off by default and I’ll be like aw yeah. Seems to be happening more often.

    • Levi@lemmy.ca
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      17 hours ago

      Lens flare doesn’t bother me, but its “Depth of Field” that drives me bonkers. I always turn motion blur and depth of field off.

  • nightlily@leminal.space
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    9 hours ago

    Per-object motion blur is great but it’s a lot more expensive than a screen-space postprocessing effect.

  • Grimy@lemmy.world
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    14 hours ago

    I really liked when the screen would blur if you were suppressed in bf4. Really made it feel intense and actually gave you a reason to pin down someone with an lmg.

    • LaLuzDelSol@lemmy.world
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      11 hours ago

      Yeah that and other shell-shock mechanics like the audio fading out and ringing sounds replacing them can be really immersive. But if im just looking left or right I dont want to feel like Im hammered.

  • chunes@lemmy.world
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    13 hours ago

    For me, film grain is the worst. I first came across it in Left 4 Dead and I remember thinking “wtf is this trash?”

  • 🇰 🌀 🇱 🇦 🇳 🇦 🇰 🇮 @pawb.social
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    17 hours ago

    It’s also completely unnecessary. Motion blur is already a product of your brain not being able to keep up with your eyes and you’ll get a more natural motion blur without adding fake motion blur when the motion is fast enough.

  • yetAnotherUser@discuss.tchncs.de
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    17 hours ago

    Motion blur is great in racing/driving games, but that’s largely it. BeamNG.drive added it a couple updates back and it improves the looks a lot in my opinions. Makes speed feel actually fast.

    • BlackLaZoR@lemmy.world
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      26 minutes ago

      BeamNG.drive is never going to have huge speed impression because it’s actually realistic.

      Racing games cheat in all sorts of ways to make it feel faster than it actually is.

    • WolfLink@sh.itjust.works
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      11 hours ago

      That’s because that’s a scenario where motion blur is needed the most: when things are moving so fast they might move several pixels within one frame.

    • Rhaedas@fedia.io
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      17 hours ago

      Maybe because it matches the motion. High blur in a game where you’re just turning or moving around on foot shouldn’t distort vision so badly.

    • Jessvj93@lemmy.world
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      11 hours ago

      Yep, I usually end up installing reshade to tweak it myself. CShade can look pretty good if you tinker around with it.

  • Dagnet@lemmy.world
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    18 hours ago

    Good motion blur is actually pretty decent but games seem to always use shitty implementations, had to use reshade for it

    • egregiousRac@piefed.social
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      14 hours ago

      The problem with motion blur is that game developers look at the basic physical cause of it, think they understand it, and then implement it.

      Motion blur shows the motion that occured while the camera was capturing a frame. Game devs tend to interpret this one of two ways:

      1. Apply blur from the last game frame to this frame. This makes motion blur change length depending on frame rate, which makes stutters impact the rendered frame visually.
      2. Go for a ‘cinematic’ look by making the motion blur show the last 1/24th of a second of motion regardless of actual frame rate.

      In reality, most cameras aren’t capturing data 100% of the time. Film cameras couldn’t because they needed to move the film. Most movies are only capturing a frame a quarter of the time or less. A proper implementation is like design 2 but with it set to 1/96th of a second or even shorter for action games.

    • frongt@lemmy.zip
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      17 hours ago

      Because it’s ✨cinematic✨

      Never mind that you’re playing a game, not watching a movie!

      This, and film grain and chromatic abberation, I immediately turn off. And maybe reduce screen shake if it’s too high. And increase the FOV because usually it’s set low for console gamers on the couch.

      • mushroommunk@lemmy.today
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        17 hours ago

        It’s only “cinematic” in movies because of limited tech. I made the mistake of watching The Hobbit in HFR. It was only a mistake because I’ve seen what we could have, but again idiots said no because it’s new and different.

          • mushroommunk@lemmy.today
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            15 hours ago

            I saw it in theaters at release. I think AMC carried it? The first one only, I don’t think the others had them, though not sure as I didn’t see movies then (no money).

        • frongt@lemmy.zip
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          15 hours ago

          Personally I prefer the cinematic muddiness for movies, at least for now. I watched one of the Nolan Batman movies in 60fps hdr and you could see the wires and the winch and other set equipment when they did stunts.

          • mushroommunk@lemmy.today
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            15 hours ago

            There needs to be an awkward time. It was the exact same way when higher resolution first took off. I thought the Prestige looked bad because you could see the set work. The high resolution stayed though and they figured out the tricks to make things look good. High frame rate never got that chance

      • Tahl_eN@lemmy.world
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        15 hours ago

        In my experience, these are often tuned for the trailer, or tuned for someone watching the game played, rather than tuning it for the player. The game is experienced very differently from those different perspectives, and it’s sometimes difficult to keep them all in mind when making a large game.

    • Ghoelian@piefed.social
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      16 hours ago

      It makes lower framerates look a bit better. I think that’s mostly it, especially considering 30fps is still the default on consoles.

  • kahjtheundedicated@lemmy.world
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    17 hours ago

    If your character is drunk, drugged, or otherwise impaired, yeah load up the motion blur.

    Besides that, I don’t get why it’s there. Stuff just kinda naturally blurs when you turn fast if your eyes can’t keep up. If your eyes can keep up, why would you want it blurry?