As I've said before, it's not the effect, it's the implementation.
A lot of games use a simplistic implementation which looks like it takes a cutout of the screen image and overlays it in another shade, almost like one of those old 3D red/blue images.
When used correctly and subtly, it can enhance the visual style of the game to support the tone the creators are going for.
Especially important when modelling an imperfect 19th century lens is one of the visual cornerstones of your game:
Note the slight ghosting in the upper left where the overhead rail is against the sky.
And as with most effects, they're best when they're subtle. Destiny uses a slight effect to make the game appear as though viewed through a visor, to enhance its sci-fi presentation:
The Witcher 3 uses a very slight effect, mainly to blur the screen slightly for a more natural appearance:
CA on:
CA off:
A lot of games use a simplistic implementation which looks like it takes a cutout of the screen image and overlays it in another shade, almost like one of those old 3D red/blue images.
When used correctly and subtly, it can enhance the visual style of the game to support the tone the creators are going for.
Especially important when modelling an imperfect 19th century lens is one of the visual cornerstones of your game:
Note the slight ghosting in the upper left where the overhead rail is against the sky.
And as with most effects, they're best when they're subtle. Destiny uses a slight effect to make the game appear as though viewed through a visor, to enhance its sci-fi presentation:
The Witcher 3 uses a very slight effect, mainly to blur the screen slightly for a more natural appearance:
CA on:
CA off: