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.
Anon fixes their games
Submitted 3 days ago by Early_To_Risa@sh.itjust.works to greentext@sh.itjust.works
https://sh.itjust.works/pictrs/image/93ef9819-cd41-43d3-b8a1-1012200354ab.png
Comments
yonder@sh.itjust.works 3 days ago
sp3tr4l@lemmy.zip 2 days 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
magicbullshit stops working, all the hardware in your GPU designed to do that stuff is now basically useless.Vlyn@lemmy.zip 2 days 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.
Valmond@lemmy.world 3 days ago
But why did you buy a 1800€ video card then?
MentalEdge@sopuli.xyz 2 days ago
So you can use a more demanding form on anti-aliasing, that doesn’t suck ass?
licheas@sh.itjust.works 2 days ago
farming bitcoin. Duh.
CanadaGeese@lemmy.zip 2 days 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 💀
lime@feddit.nu 3 days ago
motion blur is essential for a proper feeling of speed.
most games don’t need a proper feeling of speed.
user224@lemmy.sdf.org 3 days ago
There is always motion blur if your monitor is shitty enough.
JokeDeity@lemm.ee 2 days ago
Just turn on TAA and free motion blur in any game!
Waffle@infosec.pub 2 days 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.
Sabata11792@ani.social 2 days ago
Motion blur + low FOV is an instant headache.
sugar_in_your_tea@sh.itjust.works 2 days 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).
sp3tr4l@lemmy.zip 2 days 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.
lime@feddit.nu 2 days 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.
AdrianTheFrog@lemmy.world 2 days 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.
pyre@lemmy.world 3 days 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.
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?
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.
zipzoopaboop@lemmynsfw.com 2 days ago
It works for the WiiU games where Nintendo used it for tilt shifts. That’s pretty much it
alaphic@lemmy.world 3 days 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.
shneancy@lemmy.world 2 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 2 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.
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
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.
JackbyDev@programming.dev 2 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.
sp3tr4l@lemmy.zip 2 days 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@feddit.org 2 days ago
I love it when the hair bugs out and covers the whole distance from 0 0 0 to 23944 39393 39
Kolanaki@pawb.social 2 days ago
Motion Blur and depth of field has almost no impact on performance. Same with Anisotropic Filtering and I can not understand why AF isn’t always just defaulted to max, since even back in the golden age of gaming it has no real performance impact on any system.
sp3tr4l@lemmy.zip 2 days ago
You either haven’t been playing PC games very long, or aren’t that old, or have only ever played on fairly high end hardware.
Anisotropic filtering?
Yes, that… hasn’t been challenging for an affordable PC an average person has to run at 8x or 16x for … about a decade. That doesn’t cause too much framerate drop off at all now, and wasn’t too much until you… go all the way back to the mid 90s, when ‘GPUs’ were fairly uncommon.
But that just isn’t true for motion blur and DoF, especially going back further than 10 years.
Even right now, running CP77 on my steam deck, AF level has basically no impact on my framerate, whereas motion blur and DoF do have a noticable impact.
Go back even further, and a whole lot of motion blur/DoF algorithms were very poorly implemented by a lot of games. Nowadays we pretty much get the versions of those that were not ruinously inefficient.
(Of course now we also get ghosting and smearing from framegen algos that ironically somewhat resemble some forms of motion blur.)
zipzoopaboop@lemmynsfw.com 2 days 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
B312@lemmy.world 2 days ago
I don’t think it’s to make it fee realistic, it’s more so to feel like it’s a film that is being shot.
zipzoopaboop@lemmynsfw.com 2 days ago
Which is stupid and immersion breaking
Baguette@lemm.ee 2 days ago
Depth of field and chromatic aberration are pretty cool if done right.
Depth of field is a really important framing tool for photography and film. The same applies to games in that sense. If you have cinematics/cutscenes in your games, they prob utilize depth of field in some sense. Action and dialogue scenes usually emphasize the characters, in which a narrow depth of field can be used to put focus towards just the characters. Meanwhile things like discovering a new region puts emphasis on the landscape, meaning they can use a large depth of field (no background blur essentially)
Chromatic aberration is cool if done right. It makes a little bit of an out of place feel to things, which makes sense in certain games and not so much in others. Signalis and dredge are a few games which chromatic aberration adds to the artstyle imo. Though obviously if it hurts your eyes then it still plays just as fine without it on.
justastranger@sh.itjust.works 1 day ago
Chromatic aberration is also one of the few effects that actually happens with our eyes instead of being an effect designed to replicate a camera sensor.
ysjet@lemmy.world 2 days ago
I feel like depth of field and motion blur have their place, yeah. I worked on a horror game one time, and we used a dynamic depth of field- anything you were looking at was in focus, but things nearer/farther than that were slightly blurred out, and when you moved where you were looking, it would take a moment (less than half a second) to ‘refocus’ if it was a different distance from the previous thing. Combined with light motion blur, it created a very subtle effect that ratcheted up anxiety when poking around. When combined with objects in the game being capable of casting non-euclidean shadows for things you aren’t looking at, it created a very pervasive unsettling feeling.
ThunderclapSasquatch@startrek.website 1 day ago
Except I hate not being able to see my entire field of view clearly, why did we fight so hard for graphics only to blur that shit out past 50 feet?
Onionguy@lemm.ee 3 days ago
Taps temple Auto disable ray tracing if your gpu is too old to support it ( ͡° ͜ʖ ͡°)
9tr6gyp3@lemmy.world 3 days ago
Disable it with new GPUs as well.
SmoothOperator@lemmy.world 3 days ago
Why is that? If it has no significant impact on FPS, and you enjoy the high fidelity light simulation, then why turn it off?
ramble81@lemm.ee 2 days ago
I’d add Denuvo to that list. Easily a 10-20% impact.
sugar_in_your_tea@sh.itjust.works 2 days ago
Unfortunately that’s not a setting most of us can just disable.
ramble81@lemm.ee 2 days ago
/c/crackwatch@lemmy.dbzer0.com sure you can
kautau@lemmy.world 2 days ago
And film grain. Get that fake static out of here
ShortFuse@lemmy.world 2 days ago
Most “film grain” is just additive noise akin to digital camera noise. I’ve modded a bunch of games for HDR (RenoDX creator) and I strip it from almost every game because it’s unbearable. I have a custom film grain that mimic real film and at low levels it’s imperceptible and acts as a dithering tool to improve gradients (remove banding). For some games that emulate a film look sometimes the (proper) film grain lends to the the look.
kautau@lemmy.world 2 days ago
Agreed. It fits very well in very specific places, but when not there, it’s just noise
mkwt@lemmy.world 3 days ago
If only I could just turn off the chromatic aberration in my eyeglasses.
Jove@lemmy.world 2 days ago
You want to ask your optician for spectacles with glass lenses and they have to be made by Carl Zeiss AG, Jena, Germany.
Korhaka@sopuli.xyz 2 days ago
These settings can be good, but are often overdone. See bloom in the late 2000s/early 2010s.
snugglesthefalse@sh.itjust.works 2 days 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.
ixlthyxl@discuss.tchncs.de 2 days 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.
vaultdweller013@sh.itjust.works 2 days ago
At least in Far Cry 2 you are suffering from malaria.
gamer@lemm.ee 2 days 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.
AdrianTheFrog@lemmy.world 2 days 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.
easily3667@lemmus.org 2 days ago
All those features sucked when they first came out, not just bloom.
Soapbox1858@lemm.ee 2 days 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.
Nikki@lemmy.blahaj.zone 1 day ago
i like lens flare its pretty
ChaoticNeutralCzech@feddit.org 2 days ago
Shadows: Off
Polygons: Low
Idle Animation: Off
Draw distance: LowPsythik@lemm.ee 2 days ago
Hating on hair quality is a new one for me. I can understand turning off Ray Tracing if you can have a low-end GPU, but hair quality? It’s been at least a decade since I’ve last heard people complaining that their GPU couldn’t handle Hairworks. Does any game even still use it?
Schmuppes@lemmy.today 1 day ago
But what about Bloom?
conditional_soup@lemm.ee 2 days ago
PS3-> every goddamn thing is sepia filtered and bloomed until nearly unplayable
CheeseNoodle@lemmy.world 3 days ago
Don’t forget TAA!
Yaarmehearty@lemmy.ml 1 day ago
The preference against DOF is fine. However, I’m looking at my f/0.95 and f/1.4 lenses and wondering why it’s kind of prized in photography for some genres and hated in games?
samus12345@lemm.ee 2 days ago
I always turn that shit off. Especially bad when it’s a first-person game, as if your eyes were a camera.
snugglesthefalse@sh.itjust.works 2 days ago
The main problem with these is giving people control of these properties without them knowing how the cameras work in real life.
gamer@lemm.ee 2 days 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.
ShortFuse@lemmy.world 2 days ago
Bad effects are bad.
I used to hate film grain and then did the research for implementing myself, digging up old research papers on how It works at a scientific level. I ended up implementing film grain it in Starfield Luma and RenoDX.
The gist is that everyone just does random noise which raises black floor and dirties the image. Film grain is perceptual which acts like cracks in the “dots” that compose an image. It’s not something to be “scanned” or overlayed (which gives a dirty screen effect).
Related, motion blur is how we see things in real life. Our eyes have a certain level of blur/shutter speed and games can have a soap opera effect. I’ve only seen per-object motion blur look decent, but fullscreen is just weird, IMO.
SolidShake@lemmy.world 1 day ago
i need some motion blur on otherwise i get motion sickness.
JokeDeity@lemm.ee 2 days 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.
EldritchFeminity@lemmy.blahaj.zone 2 days 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.
Olmai@lemmy.world 2 days ago
raytracing’s the cool kid, keep him in
Aux@feddit.uk 1 day ago
The title should be “anon can’t afford rtx5090”.
Artyom@lemm.ee 3 days 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
SynopsisTantilize@lemm.ee 3 days ago
I don’t even check anymore lol.
Brunbrun6766@lemmy.world 3 days ago
True, I’ve had very few games worth the fps hit
ElectroLisa@lemmy.blahaj.zone 3 days 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 3 days ago
Then you get to enjoy they worst LODs known to man because they were only made as a fallback
boletus@sh.itjust.works 3 days 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.
_____@lemm.ee 3 days ago
what’s wrong with nanite?
frezik@midwest.social 2 days 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.
criss_cross@lemmy.world 2 days ago
The slideshow Control experience does look stellar for a bit
Artyom@lemm.ee 2 days ago
Control and Doom Eternal are the only exceptions to this rule I’ve played, but they are very much the exception.