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.
Comment on Anon fixes their games
DaddleDew@lemmy.world 3 days ago
Has the person who invented the depth of field effect for a video game ever even PLAYED a game before?
alaphic@lemmy.world 3 days ago
shneancy@lemmy.world 3 days ago
it works great for games that have little to no combat, or combat that’s mostly melee and up to like 3v1. or if it’s a very slight DOF that just gently blurs things far away
idk what deranged individual plays FPS games with heavy DOF though
JackbyDev@programming.dev 3 days ago
Yeah, especially games with any amount of sniping. Instantly crippling yourself.
nutsack@lemmy.dbzer0.com 3 days ago
the problem with dilf is that you need to put the subject of your life in the middle
11111one11111@lemmy.world 3 days 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 3 days 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.
11111one11111@lemmy.world 3 days ago
Gotcha. Thanks🍻
XTL@sopuli.xyz 3 days ago
en.wikipedia.org/wiki/Depth_of_field
It’s not “IT” naming. It’s physics. Probably a century or few old. That’s what they’re trying to emulate to make things like more photographic/cinematic.
StitchIsABitch@lemmy.world 3 days 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 3 days 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. They can look around on the screen without moving the character. But the player can’t see shit because everything is blurry.
Zozano@aussie.zone 3 days ago
It’s like motion blur. Your eyes already do that, you don’t need it to be simulated…
Buddahriffic@lemmy.world 3 days ago
For depth of field, our eyes don’t automatically do that for a rendered image. It’s a 2d image when we look at it and all pixels are the same distance and all are in focus at the same time. It’s the effect you get when you look at something in the distance and put your finger near your eye; it’s blurry (unless you focus on it, in which case the distant objects become blurry).
Even VR doesn’t get it automatically.
It can feel unnatural because we normally control it unconsciously (or consciously if we want to and know how to control those eye muscles at will).
FooBarrington@lemmy.world 3 days ago
No, your eyes can’t do it on a screen. The effect is physically caused by the different distances of two objects, but the screen is always the same distance from you.
SitD@lemy.lol 3 days ago
to be fair you need it for 24fps movies. however, on 144Hz monitors it’s entirely pointless indeed
Zozano@aussie.zone 3 days 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.
sp3tr4l@lemmy.zip 3 days ago
Your example is great at illustrating how DoF is often widely exaggerated in implementation, giving the player the experience of having very severe astigmatism, far beyond the real world DoF experienced by the average… eyeball haver.
JackbyDev@programming.dev 3 days ago
Put your finger in front of your face. Focus on it. Background blurry? That’s depth of field. Now look at the background and notice your finger get blurry.
taiyang@lemmy.world 3 days 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 3 days 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 3 days 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.
zipzoopaboop@lemmynsfw.com 3 days ago
It works for the WiiU games where Nintendo used it for tilt shifts. That’s pretty much it