• lime!@feddit.nu
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    49 minutes ago

    motion blur is essential for a proper feeling of speed.

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

  • yonder
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    2 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.

  • Onionguy@lemm.ee
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    3 hours ago

    Taps temple Auto disable ray tracing if your gpu is too old to support it ( ͡° ͜ʖ ͡°)

  • Artyom@lemm.ee
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    4 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

    • ElectroLisa@lemmy.blahaj.zone
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      3 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

      • ShinkanTrain@lemmy.ml
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        2 hours ago

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

      • boletus
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        6 minutes 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.

  • DaddleDew@lemmy.world
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    4 hours ago

    Has the person who invented the depth of field effect for a video game ever even PLAYED a game before?

    • taiyang@lemmy.world
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      3 hours ago

      I mean, it works in… hmmm… RPGs, maybe?

      When I was a kid there was an effect in FF8 where the background blurred out in Balamb Garden and it made the place feel bigger. A 2D painted background blur, haha.

      Then someone was like, let’s do that in the twenty-first century and ruined everything. When you’ve got draw distance, why blur?

      • DaddleDew@lemmy.world
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        3 hours ago

        Yes, it makes sense in a game where the designer already knows where the important action is and controls the camera to focus on it. It however does not work in a game where the action could be anywhere and camera doesn’t necessarily focus on it.

        • taiyang@lemmy.world
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          2 hours ago

          Yup, or if they’re covering up hardware deficiency, like Nintendo sometimes does. And even then, they generally prefer to just make everything a little fuzzy, like BotW.

    • alaphic@lemmy.world
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      3 hours ago

      Well, not exactly, but they were described to him once by an elderly man with severe cataracts and that was deemed more than sufficient by corporate.

    • 11111one11111@lemmy.world
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      3 hours ago

      What is the depth of field option? When it’s on what happens vs when it’s off?

      Side question, why the fuck does everything in IT reuse fucking names? Depth of field means how far from character it’ll render the environment, right? So if the above option only has an on or off option then it is affecting something other than the actual depth of field, right? So why the fuck would the name of it be depth of fucking field??? I see this shit all the time as I learn more and more about software related shit.

      • tehmics@lemmy.world
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        3 hours ago

        No.

        Depth of field is when backgroud/foreground objects get blurred depending on where you’re looking, to simulate eyes focusing on something.

        You’re thinking of draw distance, which is where objects far away aren’t rendered. Or possibly level of detail (LoD) where distant objects will be changed to a lower detailed model as they get further away.

      • StitchIsABitch@lemmy.world
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        3 hours ago

        In this context it just refers to a post processing effect that blurs certain objects based on their distance to the camera. Honestly it is one of the less bad ones imo, as it can be well done and is sometimes necessary to pull off a certain look.

      • DaddleDew@lemmy.world
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        3 hours ago

        When it’s on, whatever the playable character looks at will be in focus and everything else that is at different distances will be blurry, as it would be the case in real life if your eyes were the playable character’s eyes. The problem is that the player’s eyes are NOT the playable character’s eyes. Players have the ability to look around elsewhere on the screen and the vast majority of them use it all the time in order to play the game. But with that stupid feature on everything is blurry and the only way to get them in focus is to move the playable character’s view around along with it to get the game to focus on it. It just constantly feels like something is wrong with your eyes and you can’t see shit.

        • Zozano@aussie.zone
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          2 hours ago

          It’s like motion blur. Your eyes already do that, you don’t need it to be simulated…

          • SitD@lemy.lol
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            18 minutes ago

            to be fair you need it for 24fps movies. however, on 144Hz monitors it’s entirely pointless indeed

      • Zozano@aussie.zone
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        3 hours ago

        Depth of field is basically how your characters eyes are unfocused on everything they aren’t directly looking at.

        If there are two boxes, 20 meters apart, one of them will be blurry, while aiming at the other.