VisceralBowl
Member
Some pre-built example games from Unreal 4.What games are these?
Some pre-built example games from Unreal 4.What games are these?
The lens flare is in the wrong position, but fuck.Quoted for truth:
XD
The Witcher 3 uses CA as well, but in PC you can turn it off. I think that was announced today so this thread's timing is quite funny.
From what I'm reading though, it seems like CA is the gaming equivalence of a 3D version of a movie...except, for most cases, it's the only version.
Just have a switch for it and be done with it.
Yup, CA several pixels wide looks very bad when done like in most games.They can get pretty close in places
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The Witcher 3 uses CA as well, but in PC you can turn it off. I think that was announced today so this thread's timing is quite funny.
Personally, I'm of the opinion that things should progress naturally if you don't want to hurt immersion. Things that involve sticking a camera into the scene so that you're aware of the camera don't really work well IMO.
So smearing mud on the screen, straw berry jam effects, lens flare, CA, rain pouring on the screen behind the character in a third person action game etc, all instantly fail for me as artistic effects since it's nonsensical to the overall visual narrative.
CA can make sense in certain contexts, but the way it's being used in games lately has no mooring in those.
CA in Destiny is fine to me for example. You're seeing a helmet HUD, so it makes sense that there'd be fringing.
If you're looking through a camera viewfinder or some kind of optical thinggie like a telescope, robotvision or whatever... Ok, whatever.
If you're playing a fantasy game OTOH, there is no implied camera or way for such a camera to be used. There's no reason to be telling the player "HEY! THERE IS A CAMERA BEHIND YOU! IT IS FILMING YOUR ACTIONS!!!!" There is no good reason for wierdo camera effects in such a setting unless they somehow justify it. (And no, saying something is like a dream doesn't cut it.)
Creative uses in such a setting would involve something like seeing through the eyes of a familiar, a crystal ball, or some element within the world that doesn't clash head on with the effect.
They way it's being used now however, it's like you're vehemently defending a broken offset press as the true vision of the artist, and I cannot ever accept that as a reasonable position.
How successful they are varies. Personally, I think the CA in Bloodborne fucking sucks, but I don't think that's a reason to write off camera-style effects for fantasy settings altogether. When it isn't being blown out to the point where color banding is obvious, CA can absolutely add some nice blur and depth to scenes.
Jesus, come on...It looks fucking terrible in Bloodborne and I literally can not play the game because it gives me a massive headache. I was about to vomit when I moved the camera quickly as I was running by a fence.
And I doubt I can get a refund.
Some pre-built example games from Unreal 4.
I agree it's a dumb effect and probably should never be used and all, but sometimes the hyperbole is just ridiculous. Case in point:
Jesus, come on...
Imho. very small amount of CA is ok, sadly it's usually turned up to eleven.. (very small means width within
lol motion sickness? How? I just played for several hours and even knowing the CA is apparently there, I never noticed a thing while playing. Then again I don't stop every 10 seconds to peek at some spiked fence jutting out of the corner of my screen either.
Meh, I really don't get the hyperbolic reaction. It might suck if you want to take a nice screenshot, but other than that, I can't imagine noticing that stuff, let alone being affected by it.
lol motion sickness? How? I just played for several hours and even knowing the CA is apparently there, I never noticed a thing while playing. Then again I don't stop every 10 seconds to peek at some spiked fence jutting out of the corner of my screen either.
Meh, I really don't get the hyperbolic reaction. It might suck if you want to take a nice screenshot, but other than that, I can't imagine noticing that stuff, let alone being affected by it.
I don't think it's that only. The base problem is creative bankruptcy. It's the same mentality that lead to shit effect explosion last gen. A lot of game artists simply look at what's in style and just add the most they can. If they really wanted to emulate lenses they don't do a very good job at it at all, and hell they'd need to implement actually decent DOF and proper blur and light estimates to apply CA not in a fullscreen basis but on an edge basis. All of this would be very taxing on even the strongest of hardware though, so they should just drop it altogether.I guess they turn it up to eleven because the computational requirement for making an exaggerated CA is probably the same as a subtle, almost unnoticeable one. They may be going, well if I'm spending this many cycles doing this, might as well make it blatantly obvious!
They will hopefully learn one day.
That's actually what I kind of like about the effect. In a weird way it adds blur but everything retains some of its sharpness.It's far worse than mere blur. Blur at least removes aliasing. CA is selective color channel separation. It has the unique power of making images more blurry and more aliased at the same time.
It doesn't seem arbitrary or bandwagon-y in some cases, for example Bloodborne. The game has a very surreal atmosphere where I question the authenticity of the events occuring and my own place in the scheme of things. CA may have possibly (at least in my subjectivity) added to that effect.If they don't make any sense, then it gets to me. Like I said, if there is some reason for the stuff to be happening, ok.
But the current trend seems to be "Fantasy game!?! HEAVY CA!!!" which just seems like people playing with a new plug in.
So console versions are the only ones that will respect the devs true "artistic vision", huh ?
My post was purposefully made inflammatory in order to get a bit of attention and raise awareness. Obviously one little forum member is not going to make a difference and no developer is going to read what I wrote and suddenly change their practices. But if I can at least get people understanding what's going on, show what the effect is and why it is so often being abused and ruining otherwise nice looking games, then I consider it a good thing and job done. One person isn't going to change anything, but if more people start recognizing it and maybe speaking up about it, then maybe something can change. Like I even said in the OP, at the very least, give us the option to turn it off. If this takes a step towards this happening more often, then I'm super happy.The trend of dogmatism ("it is bad period!") displayed here is the bigger danger, where we start rioting on developers for game development decisions that we barely understand and have zero statistical data to support our bias. Saying "it looks bad to me" as a product-specific customer feedback is a great thing. But what OP is doing here, telling developers how to do their jobs, is a different sticky matter.
My post was purposefully made inflammatory in order to get a bit of attention and raise awareness. Obviously one little forum member is not going to make a difference and no developer is going to read what I wrote and suddenly change their practices.
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I didn't say they haven't played the game, I said I don't get how someone could be affected so strongly. Perhaps they suffer from a medical condition, in which case, my sympathies.You do however have the hyperbolic reaction to others reactions down...
"I don't get motion sickness therefore if ANYONE gets it, it must be them just being hyperbolic or them not actually playing the game."
If you don't even notice it most of the time, then what's the harm in it being removed or an option to toggle it off?
I get the headaches from the screen tearing when it's really strong, and those exaggerated CA examples posted earlier would also give headaches for sure, but more subtle effects that most people don't notice, I find it a bit baffling that people are throwing up and stuff.Some things affect people in different ways. Low FoVs and screen tearing have long caused headaches and motion sickness in some people for instance.
Saw the new Star Wars teaser today and immediately noticed some, I'd say deliberate, chromatic aberration in there. It's obvious the whole movie is keeping a bit of an older look with the camera lenses, but I thought it was still an interesting example of the effect being used in something other than video games. I put the screens as links if folks wanna stay off the spoilers for the movie.