• @[email protected]
    link
    fedilink
    English
    223 minutes ago

    I don’t mind a bit of lens flare, and I like depth of field in dialog interactions. But motion blur and chromatic aberration can fuck right off.

  • @[email protected]
    link
    fedilink
    111 minutes ago

    Add DLSS to the list. I’ve never had an experience where DLSS didn’t make my game run better. It always makes the textures worse and the game run worse than just setting it to native resolution and a specific texture quality.

    • @[email protected]
      link
      fedilink
      13 minutes ago

      That is odd. DLSS should definitely net you a handful of frames. Games often run better with ray tracing on and DLSS on quality vs native without ray tracing, sometimes doubling it. Some newer titles I find are only playable (at the very least 60 fps) because of DLSS (which is a whole problem in and of itself). I absolutely prefer running without any sort of temporal AA because of smudges and ghosting.

  • @[email protected]
    link
    fedilink
    51 hour ago

    The main problem with these is giving people control of these properties without them knowing how the cameras work in real life.

  • @[email protected]
    link
    fedilink
    5
    edit-2
    1 hour ago

    PS3-> everything is sepia filtered and bloomed until nearly unplayable.

    I will say that a well executed motion blur is just a chef’s kiss type deal, but it’s hard to get right and easy to fuck up

    • @[email protected]
      link
      fedilink
      English
      31 hour ago

      Personally I use motion blur in every racing game I can but nothing else. It helps with the sense of speed and smoothness.

    • @[email protected]
      link
      fedilink
      31 hour ago

      Early HDR games were rough. I look back at Zelda Twilight Princess screenshots, and while I really like that game, I almost squint looking at it because it’s so bloomed out.

  • @[email protected]
    link
    fedilink
    42 hours ago

    I like DoF as it actually has a purpose in framing a subject. The rest are just lazy attempts at making the game “look better” by just slopping on more and more effects.

    Current ray tracing sucks because its all fake AI bullshit.

    • @[email protected]
      link
      fedilink
      31 hour ago

      It’s also connected to a performance feature. They can load lower resolution textures for faraway objects. You can do this without the blurring effect of DoF, but it’s less jarring if you can blur it.

      • @[email protected]
        link
        fedilink
        240 minutes ago

        The cost of DoF rendering far outweighs the memory savings of using reduced texture sizes, especially on older hardware where memory would be at a premium

    • @[email protected]
      link
      fedilink
      English
      11 hour ago

      I think Halo Infinite has a good example of a limited ray traced effect (the shadows) and an example of a terrible DoF effect (it does not look realistic at all or visually appealing)

  • sp3ctr4l
    link
    fedilink
    English
    355 hours ago

    Now… in fairness…

    Chromatic abberation and lense flares, whether you do or don’t appreciate how they look (imo they arguably make sense in say CP77 as you have robot eyes)…

    … they at least usually don’t nuke your performance.

    Motion blur, DoF and ray tracing almost always do.

    Hairworks? Seems to be a complete roll of the dice between the specific game and your hardware.

    • Johanno
      link
      fedilink
      42 hours ago

      I love it when the hair bugs out and covers the whole distance from 0 0 0 to 23944 39393 39

  • @[email protected]
    link
    fedilink
    English
    205 hours ago

    These settings can be good, but are often overdone. See bloom in the late 2000s/early 2010s.

    • @[email protected]
      link
      fedilink
      61 hour ago

      Yeah, chromatic aberration when done properly is great for emulating certain cameras and art styles. Bloom is designed to make things look even brighter and it’s great if you don’t go nuts with it. Lens flares are mid but can also be used for some camera stuff. Motion blur is generally not great but that’s mainly because almost every implementation of it for games is bad.

    • @[email protected]
      link
      fedilink
      21 hour ago

      I always hated bloom, probably because it was overused. As a light touch it can work, but that is rarely how devs used it.

      • @[email protected]
        link
        fedilink
        English
        21 hour ago

        It’s usually better in modern games. In the 2005-2015 era it was often extremely overdone, actually often reducing the perceived dynamic range instead of increasing it IMO.

    • @[email protected]
      link
      fedilink
      English
      63 hours ago

      Also the ubiquitous “realistic” brown filter a la Far Cry 2 and GTA IV. Which was often combined with excessive bloom to absolutely destroy the player’s eyes.

  • @zipzoopaboop
    link
    English
    316 hours ago

    I don’t understand who decided that introducing the downfalls of film and camera made sense for mimicking the accuracy and realism of the human eye

  • JokeDeity
    link
    fedilink
    65 hours ago

    Chromatic aberration and Motion blur are the absolute most important to turn off right away for me, but DoF is a close second. I don’t mind the other stuff.

  • lime!
    link
    fedilink
    English
    6810 hours ago

    motion blur is essential for a proper feeling of speed.

    most games don’t need a proper feeling of speed.

    • sp3ctr4l
      link
      fedilink
      English
      115 hours ago

      … What?

      I mean… the alternative is to get hardware (including a monitor) capable of just running the game at an fps/hz above roughly 120 (ymmv), such that your actual eyes and brain do real motion blur.

      Motion blur is a crutch to be able to simulate that from back when hardware was much less powerful and max resolutions and frame rates were much lower.

      At highet resolutions, most motion blur algorithms are quite inefficient and eat your overall fps… so it would make more sense to just remove it, have higher fps, and experience actual motion blur from your eyes+brain and higher fps.

      • @[email protected]
        link
        fedilink
        English
        159 minutes ago

        You still see doubled images instead of a smooth blur in your peripheral vision I think when you’re focused on the car for example in a racing game.

      • lime!
        link
        fedilink
        English
        43 hours ago

        my basis for the statement is beam.ng. at 100hz, the feeling of speed is markedly different depending on whether motion blur is on. 120 may make a difference.

    • @[email protected]
      link
      fedilink
      205 hours ago

      Motion blur is guarenteed to give me motion sickness every time. Sometimes I forget to turn it off on a new game… About 30 minutes in I’ll break into cold sweats and feel like I’m going to puke. I fucking hate that it’s on by default in so many games.

      • @[email protected]
        link
        fedilink
        31 hour ago

        It really should be a prompt at first start. Like, ask a few questions like:

        • do you experience motion sickness?
        • do you have epilepsy?

        The answers to those would automatically disable certain settings and features, or drop you into the settings.

        It would be extra nice for a platform like PlayStation or Steam to remember those preferences and the game could read them (and display a message so you know it’s doing it).

      • Sabata
        link
        fedilink
        83 hours ago

        Motion blur + low FOV is an instant headache.

    • @[email protected]
      link
      fedilink
      88 hours ago

      yeah the only time I liked it was in need for speed when they added nitro boost. the rest of the options have their uses imo I don’t hate them.

  • @[email protected]
    link
    fedilink
    8411 hours ago

    Out of all of these, motion blur is the worst, but second to that is Temporal Anti Aliasing. No, I don’t need my game to look blurry with every trailing edge leaving a smear.

    • @[email protected]
      link
      fedilink
      11 hour ago

      Honestly motion blur done well works really well. Cyberpunk for example does it really well on the low setting.

      Most games just dont do it well tho 💀

    • sp3ctr4l
      link
      fedilink
      English
      6
      edit-2
      4 hours ago

      TAA is kind of the foundation that almost all real time raytracing and frame generation are built on, and built off of.

      This is why it is increasingly difficult to find a newer, high fidelity game that even allows you to actually turn it off.

      If you could, all the subsequent magic bullshit stops working, all the hardware in your GPU designed to do that stuff is now basically useless.

      • @[email protected]
        link
        fedilink
        34 hours ago

        What? All Ray Tracing games already offer DLSS or FSR, which override TAA and handle motion much better. Yes, they are based on similar principles, but they aren’t the mess TAA is.

        • sp3ctr4l
          link
          fedilink
          English
          74 hours ago

          Almost all implementations of DLSS and FSR literally are evolutions of TAA.

          TAA 2.0, 3.0, 4.0, whatever.

          If you are running DLSS or FSR, see if your game will let you turn TAA off.

          They often won’t, because they often require TAA to be enabled before DLSS or FSR can then hook into them and extrapolate from there.

          Think of TAA as a base game and DLSS/FSR as a dlc. You very often cannot just play the DLC without the original game, and if you actually dig into game engines, you’ll often find you can’t run FSR/DLSS without running TAA.

          There are a few exceptions to this, but they are rare.

    • JokeDeity
      link
      fedilink
      95 hours ago

      Worst fucking AA ever created and it blows my mind when it’s the default in a game.

  • @[email protected]
    link
    fedilink
    10213 hours ago

    Step 1. Turn on ray tracing

    Step 2. Check some forum or protondb and discover that the ray tracing/DX12 is garbage and gets like 10 frames

    Step 3. Switch back to DX11, disable ray tracing

    Step 4. Play the game

    • @[email protected]
      link
      fedilink
      21 hour ago

      Best use of ray tracing I’ve seen is to make old games look good, like Quake II or Portal or Minecraft. Newer games are “I see the reflection in the puddle just under the car when I put them side by side” and I just can’t bring myself to care.

    • BigFig
      link
      fedilink
      English
      1212 hours ago

      True, I’ve had very few games worth the fps hit

    • @[email protected]
      link
      fedilink
      English
      1012 hours ago

      If I know a game I’m about to play runs on Unreal Engine, I’m passing a -dx11 flag immediately. It removes a lot of useless Unreal features like Nanite

      • @[email protected]
        link
        fedilink
        English
        1710 hours ago

        Then you get to enjoy they worst LODs known to man because they were only made as a fallback

      • boletus
        link
        fedilink
        89 hours ago

        Nanite doesn’t affect any of the post processing stuff nor the smeary look. I don’t like that games rely on it but modern ue5 games author their assets for nanite. All it affects is model quality and lods.

        Lumen and other real time GI stuff is what forces them to use temporal anti aliasing and other blurring effects, that’s where the slop is.

        • sp3ctr4l
          link
          fedilink
          English
          2
          edit-2
          4 hours ago

          Nanite + Lumen run like garbage on anything other than super high end hardware.

          It is also very difficult to tweak and optimize.

          Nanite isn’t as unperformant as Lumen, but its basically just a time saver for game devs, and its very easy for a less skilled game dev to think they are using it correctly… and actually not be.

          But, Nanite + Lumen have also become basically the default for AAA games down to shitty asset flips… because they’re easier to use from a dev standpoint.