lol internet
Banned
The first thought that came to mind was JJabrams boner for lens flair. Not games related..but yeah.
I was surprised Far Cry 3 SSAO hasn't been mentioned yet.
Lately it seems like almost every 2D indie game is using the "paper doll" rig to animate the characters rather than actually animating the sprites using hand-drawn frames. It obviously saves a lot of time, and results in smooth movements, but if not done properly it can look really cheap and lifeless. I get that redrawing the character for every frame is too time-consuming when doing very detailed sprites, but a lot of the time the characters aren't even that detailed to begin with!
This game legitimately made me stop liking FPS for a while, until I found Counter Strike again.
Moving foliage, fog, sweat, lens flare, dirt spots, flashlights blinding you, lasers blinding you.
All that plus the huge levels = could never spot enemies, just wondering around forever, no wonder all that people played was Metro level where it was just halls of chaos.
The order used it because of perfomance reasons.
I would love to see an example of this (especially done poorly) if you don't mind providing one.
Uh, not only. Performance was a smart positive side to it, but it is a different composition ratio and other games have used it, along with the whole GAF thread about it, and most movies
I enjoy the 21:9 aspect ratio, but only on my 21:9 screen. I hate being forced to have a 21:9 ratio displayed on my 16:9 TV because the device the game is running on can't output 21:9 ratios otherwise I'd hooked it up to my 21:9 screen.
Hence why I used the word "forced" Don't use a 21:9 ratio if the device it's going to run on can't output that ratio, if you do at least give us the option to render it in 16:9 (I'd gladly take a graphical hit for that). Otherwise I'll just skip your game no matter how great it might be.
I would love to see an example of this (especially done poorly) if you don't mind providing one.
Seconded. I'm not really grasping what that poster means.
Yeah Battlefield, we get it, the GoPro on the soldier's head is dirty as fuck. Very realistic and cinematic.
I would love to see an example of this (especially done poorly) if you don't mind providing one.
There are different boob physics settings?
Do color filters count as gimmicks?
Halo 2 Anniversary has some terrible maps with terrible color filters.
Examples:
Both have this terrible red filter on them. Looks so ugly.
Blue:
Color filter is a great choice. RE5 without a filter for the most part looks much, much better.
Hate this shit so much. Made few games unplayable for me, like for example one of the Call of Juarez games. I've also died several times, because of it in ME 3 MP :\
Excessive CA is another offender.
CA looks pretty damn good if done well, so, me.Some people like those other effects, I can't think of anyone that thinks CA is a good thing.
CA looks pretty damn good if done well, so, me.
I would love to see an example of this (especially done poorly) if you don't mind providing one.
Blood spatter, as a method to convey your health level. It's a trend that I just don't understand how it took off.
The weird shimmering (or whatever it's called) in Dark Souls. It's at it's eye torturing worst in Lost Izalith, but it's there throughout the whole game.
Well considering I think it looks good, you probably won't agree, but GTA V, Crysis 3 (with a slight adjustment), and various other games using tools such as ENB or ReShade/SweetFX.An example then?
I distinctively recall when Quake 4 came out, and people modded the game to increase the specularity of the normals by like 200-300% in order to "improve" the graphics.
I couldn't believe people genuinely thought that looked better. It was like everything was covered in vaseline which is the typical result of overindulgence in normals.
I think subsurface scattering is next. Get ready for human characters who look closer to wax than actual human skin.
Blood spatter, as a method to convey your health level. It's a trend that I just don't understand how it took off.
Subsurface scattering is already in vogue. I'm under the impression that it makes skin look closer to reality vs the previous waxy models.
Color filter is a great choice. RE5 without a filter for the most part looks much, much better.
I think the only good example of this that I've ever seen was the cave in Metal Gear Solid 3.I loathe games that try to be "realistically dark," which apparently means "eyes that can't adjust to darkness in any meaningful way, so you're basically stuck looking at something that's way darker than it realistically would be."
Well considering I think it looks good, you probably won't agree, but GTA V, Crysis 3 (with a slight adjustment), and various other games using tools such as ENB or ReShade/SweetFX.
I don't think previous games had wax since they had little means to calculate how light actually penetrates a surface. Instead, light would just bounce off, making it more comparable to plastic.
I don't think previous games had wax since they had little means to calculate how light actually penetrates a surface. Instead, light would just bounce off, making it more comparable to plastic.
See my edit on the previous page.Then what are we talking about here? Subsurface scattering more accurately represents what happens to real skin. Some of the results are really great and waxy in the same way Madame Tussauds is waxy.
Piss Filters
Bump mapping
Chromatic Aberration
Bloom
SSAO
I think subsurface scattering is next. Get ready for human characters who look closer to wax than actual human skin.