• 🇰 🌀 🇱 🇦 🇳 🇦 🇰 🇮 @pawb.social
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    7 months ago

    It makes it more “cinematic.”

    Literally the only reason for it to exist I ever heard from game designers.

    As far as I am concerned, it does not need to exist; your eyes and brain will create motion blur even without the game itself making it blurry when you move.

    I also hate depth of field (again, brain will do this automatically it doesn’t need to be simulated), film grain, chromatic aberration (unless I am a robot or literally using a camera), and vignetting (seriously, why does everything have to have a vignette? It only makes sense in a 1st person game where there is something on my face, but they throw this shit onto everything. RDR2 can’t even turn it off so thr corners of the screen are basicslly just black the whole time and it looks ugly).

    • redhorsejacket@lemmy.world
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      7 months ago

      In the case of RDR2 it seems like that’s almost certainly a reference to the old-timey film cameras contemporary to the setting. They frequently featured a prominent vignette effect.

      Whether a video game camera should ape the limitations of an optical camera in order to produce a “cinematic” effect is an open debate, but, in this particular example, I can see and support the artistic intention behind incorporating the effect.

      Whether the intention or effect was crucial enough to make the vignette mandatory is another debate entirely.

      • 🇰 🌀 🇱 🇦 🇳 🇦 🇰 🇮 @pawb.social
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        7 months ago

        Depth of Field is the blurring effect to draw focus onto an object. Like when you ADS and everything except the area around the gun in your hand becomes blurred. The assets are already visible and loaded, and the effect is a shader overlayed on top of the scene.

          • ProdigalFrog@slrpnk.net
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            7 months ago

            Draw distance usually effects whether something is rendered in the distance at all. LOD (level of detail) allows for higher detailed models (higher textured, more polygons) to be swapped with lower detailed versions of the same model as their distance increases. Adjusting an LOD slider would usually determine how far a model can get before it starts progressively swapping to the lower detail ones.