Just a little amusing and not that surprising.

      • alpine_jim@piefed.social
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        29 days ago

        huh? Your eyes absolutely do have limited depth of field just like any camera, and need to focus at a particular distance. Anything as close as your nose will be out of focus, and if you’re reading something close, your distant vision will be blurry.

        You usually don’t notice it because the focus immediately follows your active attention.

        It looks wrong in games when the game wrongly assumes which item on screen you actually want to be looking at.

        • BCsven@lemmy.ca
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          29 days ago

          Their point was wherever we look it is in focus, because our eyes adjust, so the game should not blur anything, because if I want to look at trees down the road they shouldn’t default to blurry because I’m not at the trees.

      • thisIsaSuperPrivate@fedinsfw.app
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        29 days ago

        This is part of art direction and the director is trying to focus the viewer’s attention on a particular area by utilizing it.

        I understand where you’re coming from but utilized well, it is a powerful tool.

          • thisIsaSuperPrivate@fedinsfw.app
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            29 days ago

            Look, I do hear you, but when there is a director involved and they want to shape the narrative in a particular direction, then that’s one of the tools they have available. It’s just what it is.

            • Zarobi@aussie.zone
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              29 days ago

              > Player Character walks into a room
              > Control immediately taken away from player
              > Camera slowly pans and zooms to the next door in the room, completely covered in padlocks and chains
              > Pauses for an annoyingly long duration
              > Camera slowly pans left to a climbable wall marked with yellow paint
              > Pause again
              > Camera pans back to POV
              > Character says to sidekick “Hmmmm, that’ll be tough to get through. We should look for another way around”

              Modern gaming narrative direction 👌

      • thingsiplay@lemmy.ml
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        28 days ago
        1. However, your eyes have depth of field view too. Your eyes are actually cameras in that point regard. Look at the monitor, your hand or any object close to you. Focus on it. Notice how the background gets blurry? That’s a feature from your eyes and brain to bring stuff into focus.
        2. But besides this fact, even if you would see everything in focus, its does not mean the developers of film scenes (movies or games) shouldn’t use DOF as a tool for an artistic expression. It can help bring things in focus in a busy background.
    • Levi@lemmy.ca
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      29 days ago

      Lens flare doesn’t bother me, but its “Depth of Field” that drives me bonkers. I always turn motion blur and depth of field off.

    • prole@lemmy.blahaj.zone
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      It’s mind-blowing that most games still default to motion blur on. Makes me think they’re trying to cover up for something.

      Every now and then a game will have it off by default and I’ll be like aw yeah. Seems to be happening more often.

      • eupraxia@lemmy.blahaj.zone
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        28 days ago

        Yeah, in quite a few cases (especially a particular generation of console games in which motion blur can’t be disabled) it is covering for something. Some effects like TAA work great if the camera doesn’t whip around quickly, but can leave some “ghosting” if the camera moves too fast. So motion blur makes the ghosting less visible. Film grain is another one that is sometimes used to hide noise in dynamic light reflections and the like. I’m of the opinion that they look like ass but in some games they do look better than what they’re covering up.

        • Natanael@infosec.pub
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          28 days ago

          Some of the puzzle oriented Lego games aggressively use film grain and it can’t be disabled

  • 🇰 🌀 🇱 🇦 🇳 🇦 🇰 🇮 @pawb.social
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    29 days ago

    It’s also completely unnecessary. Motion blur is already a product of your brain not being able to keep up with your eyes and you’ll get a more natural motion blur without adding fake motion blur when the motion is fast enough.

    • WolfLink@sh.itjust.works
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      29 days ago

      When done properly, it plays a similar role to antialiasing, which is also an artificially added blur to cover up rendering artifacts.

      • BlackLaZoR@lemmy.world
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        29 days ago

        Depends on what type of AA we’re talking. Old style geometry based tech is actually increased resolution at the edges. New temporal tech tho…

    • thingsiplay@lemmy.ml
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      28 days ago

      MY EYES ALREADY MOTION BLUR!

      Not when you sit still and watch a monitor / tv that sits still in front of you. Then your eyes do not motion blur. The game adds motion blur because your eyes do not motion blur, let’s say when you play a racing game.

        • thingsiplay@lemmy.ml
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          28 days ago

          Um no. Screen is in front of you and you don’t look around with your head. Your eye movements are very fast and little, and your brain changes the perception for you anyway. The important difference is, that blur does not add any sense of speed in example. Let’s say a racing game. If you watch the screen, the ingame graphics can decide to blur the street below to blur a lot (because its close to camera) downwards, as the movement is upwards in the game. And the hud elements are not blurred or the car and the background. That is much different from the blur of you talking, that is probably just a little bit sideways.

          I just try to explain that the blur you are talking about is completely different from your eyes and the one I am talking about in the game. Don’t enable this option if you don’t like, but understand at least what it is.

    • thingsiplay@lemmy.ml
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      28 days ago

      Ingame Motion Blur is not the same as your eyes blur. Two totally difference subjects.

      It’s like talking about the ingredients of a cake: “I already have sugar in my tea, I don’t need sugar in the cake too!”

        • thingsiplay@lemmy.ml
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          28 days ago

          When im looking at the screen and move my eyea across it, my eyes blur.

          It does not blur the same way ingame blurs. First this is not motion blur of the subject, its blur because your eyes move. This is different. Don’t forget you have a brain too, which blurs things differently than what you just see. For motion blur, it depends how fast it moves and how close is it to the viewer. When you look on a screen, then you look at a single surface without depth information for your eyes and brain. And as explained in the other comments the subject your eyes look at stays still. The subject does not have any motion.

          The blur you get from little movement looking at a screen that does not move is completely different from ingame motion blur that selectively activates motion blur on the scenery.

        • thingsiplay@lemmy.ml
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          28 days ago

          It’s not double blurring your game. Programmers can decide which part should be blurred in what strength selectively. Exactly because your eyes and brain blur in real world, the game tries to simulate the effects of blur too. In example in a racing game to get sense of speed, it can blur parts of the ground in example. If you play a racing game, your eyes do not blur the image. So its not blurred twice.

          Overall its not the exact same, but it tries to simulate it like we try to simulate light in games as well.

          • MinnesotaGoddam@lemmy.world
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            27 days ago

            i mean i started drinking coffee black so i could take sugar out of one specific area of my diet (sugary drinks) and add it back in another area (candy. what’s your favorite?). I think it ended up being a net reduction.

            so like people (okay !<1 person) actually think the way your metaphor is.

  • Dagnet@lemmy.world
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    29 days ago

    Good motion blur is actually pretty decent but games seem to always use shitty implementations, had to use reshade for it

    • egregiousRac@piefed.social
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      The problem with motion blur is that game developers look at the basic physical cause of it, think they understand it, and then implement it.

      Motion blur shows the motion that occured while the camera was capturing a frame. Game devs tend to interpret this one of two ways:

      1. Apply blur from the last game frame to this frame. This makes motion blur change length depending on frame rate, which makes stutters impact the rendered frame visually.
      2. Go for a ‘cinematic’ look by making the motion blur show the last 1/24th of a second of motion regardless of actual frame rate.

      In reality, most cameras aren’t capturing data 100% of the time. Film cameras couldn’t because they needed to move the film. Most movies are only capturing a frame a quarter of the time or less. A proper implementation is like design 2 but with it set to 1/96th of a second or even shorter for action games.

  • yetAnotherUser@discuss.tchncs.de
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    29 days ago

    Motion blur is great in racing/driving games, but that’s largely it. BeamNG.drive added it a couple updates back and it improves the looks a lot in my opinions. Makes speed feel actually fast.

    • WolfLink@sh.itjust.works
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      That’s because that’s a scenario where motion blur is needed the most: when things are moving so fast they might move several pixels within one frame.

    • BlackLaZoR@lemmy.world
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      BeamNG.drive is never going to have huge speed impression because it’s actually realistic.

      Racing games cheat in all sorts of ways to make it feel faster than it actually is.

  • cholesterol@lemmy.world
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    29 days ago

    I just launched Valheim again and disabling DoF and motion blur were both ‘accessibility’ settings. Rustled me jimmies good.

    • Jerkface (any/all)@lemmy.ca
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      DoF in Valheim is great tho. It cleanly divides the foreground, middle distance, and background, makes LOD features much less obtrusive, and genuinely makes the dense environment scan and visually process better. It is used to both good technical and good artistic effect.

      • TheLadyAugust@lemmy.world
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        Default setting imo is a bit much. I’d turn it almost all the way down. I’m usually using the top third of the screen to look ahead so DoF can get kind of annoying, since I’m not pointing my crosshair at what I’m looking at.

  • myyass@lemmy.world
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    29 days ago

    It’s like cool, I’m at home and playing video games drunk and my computer is also drunk.

    • frongt@lemmy.zip
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      29 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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        29 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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          29 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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            29 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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              28 days 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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            29 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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        29 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.

    • Ghoelian@piefed.social
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      29 days ago

      It makes lower framerates look a bit better. I think that’s mostly it, especially considering 30fps is still the default on consoles.

  • kahjtheundedicated@lemmy.world
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    29 days ago

    If your character is drunk, drugged, or otherwise impaired, yeah load up the motion blur.

    Besides that, I don’t get why it’s there. Stuff just kinda naturally blurs when you turn fast if your eyes can’t keep up. If your eyes can keep up, why would you want it blurry?

  • BlackLaZoR@lemmy.world
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    It’s IMO not the effect itself but how it’s used. Way too often game devs use it to mask low FPS and visual artifacts of incompetent graphic pipeline (usually Unreal Engine)

      • BlackLaZoR@lemmy.world
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        29 days ago

        To large extent yes. But whether or not it’s worth it depends on the goal and the type of blur.

        Valve IMO does it correctly in Counter Strike, where very tiny amount of blur is applied to give impression that your 100fps looks like 150fps. I prefer this over framgen tech because pretty much no lag is added.

  • nightlily@leminal.space
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    29 days ago

    Per-object motion blur is great but it’s a lot more expensive than a screen-space postprocessing effect.

    • ඞmir@lemmy.ml
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      29 days ago

      Not really if you render out motion vectors. If you want it to be 100% correct then yes, but usually attenuating the screen-space effect with motion vector magnitude is enough

  • callouscomic@lemmy.zip
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    28 days ago

    Have always turned this shit off. Also turn off anything Bloom or similar. And sometimes turn off camera shake too.

  • chunes@lemmy.world
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    29 days ago

    For me, film grain is the worst. I first came across it in Left 4 Dead and I remember thinking “wtf is this trash?”

    • Jessvj93@lemmy.world
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      29 days ago

      Yep, I usually end up installing reshade to tweak it myself. CShade can look pretty good if you tinker around with it.