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Specific visual effects that you wished games used more often

Keep it at 720p please, no 600 whatever downgrades. GTA4 was so fucking blurry on PS3. Anti Aliasing is an obvious one but I don't think they can do that with current consoles so whatever i'm part of PC master race so this isn't a big deal but it would be nice for console games. LA Noire looked great. I like cel-shading also and wish it was used more.
 
I like nice image quality. What I miss the most when playing on the PS3 is the resolution, followed by AA and triplebuffer. Framerate at 60 isn't that important. Keep it at 30 if you like.

I really hope that Sony atleast will set the standard next-gen with 1080p games at 30/60 fps (depending on genre) with some next gen AA and v-sync. If they can even influence a small part of the AAA developers it will do a alot in the long run.
 
Object motion blur, dynamic wet surfaces, volumetric fog and water, ambient occlusion should all be used more.
 
Depth of field. Love that stuff.


Using a pattern or symbols shouldn't be a problem just to make it easier for those who are color blind.
Health = hearts.
Magic = stars.
Stamina = boot/shoe/foot.

I'm pretty sure those have been associated with each other before.
 
The fur and specular effects from the Mario Galaxy games were barely utilized in any other titles. What black magic did Nintendo use?
 
Unique art styles that aren't a spin on bulky space marines or angsty teenage emo kids with seventeen belts.
 
Finaika said:
Anti-aliasing.

Haha. I totally agree with this one.

Anyway, I wish more games would use that pixel-shifting effect used in some Jaguar games. I believe it was called Meltovision.
 
Risk Breaker said:
I agree. I love watching actual physical bullets fly by me in Vanquish :D
Vanquish has the best version of the effect. Even sound is affected to the point where I think you can detect audible red/blue shifts. It's pretty amazing to listen to while you're wearing a decent pair of headphones.
 
UnluckyKate said:
Actually well used HDR.

How about some REAL HDR implementations. I can count the games that actually do this with ONE HAND.
I would add more parallax mapping to the list, and non prebaked bumpmapping. On a more ambitious note, a unified lighting/shadow system like Doom 3 but unhinged from 2004 tech.
This gen came too early :(. Looking forward to the next tho.
 
Capcom/MT Framework-style explosions.

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Computer said:
60 frames per second.

Is it too much to ask?
On consoles, yes, it's too much to ask for. Play on PC if you want 60 fps that bad.

30 fps on the other hand shouldn't be too much to ask for. Way too many games run at sub-30 fps with tearing on consoles. More devs should take a look at Hunted and see that even mediocre games can, and should, run at a locked framerate.
 
Texture maps higher than 3 digit numbers.

Seriously.

Halo 1 Masterchief texture = 512x512

Halo 3 Masterchief texture = 735x735 or something weird. That's barely a little bit better.

2048's for everything plz.

The Witcher 2 needs to have a talk to you, other games textures.
 
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We need more hair flow like this on videogames. (Also the dresses flow)

Also agree with Godrays and better water.
 
Its a bit gay but I've always liked when games use a rainbow like effect when near a waterfall or when used as a lens flair.
 
Volumetric Lighting, I think it just looks really cool when an object goes in front of a lightsource and it casts nice shadows and godrays.
 
- Non-photorealistic rendering techniques. There's a lot more interesting stuff than just cel shading out there, and the only game I know that did anything with it is Valkyria Chronicles. And even that was a rather simplistic method.
- Hair and Cloth physics.
- Physical animation in general.
- Volumetric lighting (including ways to fake it, god rays etc.)
 
Botolf said:
Explicit damage feedback.

Between Team Fortress 2 and Left 4 Dead 2 I'm spoiled rotten this gen, there's just a lovely marriage of gibs and explosive particle effects. Even the buildings die well.
Ah..another opportunity for me to recommend Killing Floor.
 
AndyMoogle said:
On consoles, yes, it's too much to ask for. Play on PC if you want 60 fps that bad.

30 fps on the other hand shouldn't be too much to ask for. Way too many games run at sub-30 fps with tearing on consoles. More devs should take a look at Hunted and see that even mediocre games can, and should, run at a locked framerate.
I remember playing some Dreamcast games at 60 fps, so I don't see why current-gen consoles couldn't do it.
 
Ken said:

The best answer. I want strong, clear, well-lit, varied colours that fit well together, like in Super Mario Galaxy 1 & 2. The "fit well together"-part is key - Epic Mickey did it wrong, with lots of greens, browns and purples, resembling the palette in old UBI Soft games like Tonic Trouble.
 
Computer said:
I remember playing some Dreamcast games at 60 fps, so I don't see why current-gen consoles couldn't do it.
There are current gen games that run at 60 fps, so it's not like it's impossible. It's just that most devs don't want to sacrifice anything to get to 60 fps.

If Call of Duty only ran at 30 fps instead of 60, they could have bumped up the resolution to 720p easily and improved the graphics overall a bit, but they rather want 60 fps.

But if we take Uncharted 2 instead, for example. The game would look way worse if they had gone with 60 fps instead of 30. Do people really care that it's only 30? Not really. Most people don't have a clue what framerate even means, so why should the devs bother with more than 30? It's in their interest to make the game look as good as possible, not to make it run at a high framerate as possible.

Insomniac is going in that direction. They will stop making 60 fps games and go for 30 fps with higher graphical fidelity instead.
 
I was going to say 4xMSAA, but good anti-aliasing in general. I continue to maintain that Mirror's Edge is the UE3 game with the single best anti-aliasing I have come across (in UE3 games), and I sure wish that there had been some way for Epic to make that available in their engine.
 
I am a total sucker for object motion blur and depth of field, as long as they're not overdone. Nice-looking smoke/dust and blur effects from fire or heat also make me giddy.
 
Anti Aliasing. I used to think it was something wrong with my TV settings but then I noticed how crap the shapes look in most games (outside PC). I notice the rough jaggies much more this generation than previous. It probably didnt get any worse but the clearer and sharper screen probably made them stick out more. I usually dont mind some jerky performance, non smooth shapes bother me for some reason more.
 
Basically everything used in Super Mario Sunshine.


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Atomic Mario fission? I'm not really sure what's going on here, but I like it and can't recall seeing it in any other game.
 
PokéKong said:
Basically everything used in Super Mario Sunshine.


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Atomic Mario fission? I'm not really sure what's going on here, but I like it and can't recall seeing it in any other game.

My first guess is a mesh swap of Mario with a particle cloud with sprites with small bubbles on them.
 
Does animation count? One of the reasons that BF3 looks so mindblowing is the incredible animation. In first person too, the whole soldier is animated and it really helps bring you in. I love good animation.
 
Parallax mapping:
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Bigger version. Look at the bricks

Really love depth in games, my brain ignores low res textures, but polygon edges and flat surfaces with super sharp textures stick out like sore thumbs. Bump mapping and normal mapping are as normal as polygons, but to my knowledge there's very little parallax mapping in modern games even though this game did it in 2005 on the 360. Splinter Cell 3: Chaos Theory and Crysis apparently also had it, but this was the first game I played with it.
 
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