Just a little amusing and not that surprising.

  • frongt@lemmy.zip
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    2 days 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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      2 days 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.

      • frongt@lemmy.zip
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        2 days 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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          2 days 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

          • Natanael@infosec.pub
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            16 hours ago

            4:3 to 16:9 releases were fun because a lot of shows captured part of the set on the sides, which otherwise always got cut for TV. But then the DVD releases shows you everything lol

        • mushroommunk@lemmy.today
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          2 days 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).

    • Tahl_eN@lemmy.world
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      2 days 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.