Remove UGLY graphics bells and whistles...
#21
Posted December 09 2012 - 09:10 AM
As for motion blur... if that's a physiological phenomenon, then shouldn't it happen naturally when you're playing a game_ That would mean adding it /is/ unrealistic. But then, I don't fully understand HOW motion blur works, so I'm limited to if/then statements.
#22
Posted December 09 2012 - 11:25 AM
Adreni, on December 09 2012 - 09:10 AM, said:
As for motion blur... if that's a physiological phenomenon, then shouldn't it happen naturally when you're playing a game_ That would mean adding it /is/ unrealistic. But then, I don't fully understand HOW motion blur works, so I'm limited to if/then statements.
In other words, if we assume 60 FPS on a monitor, the monitor will, normally, deliver 60 crisp, perfectly clear frames per second, regardless of how fast something is moving, which obviously differs from real human vision in which stuff that is too fast for our brains to process in time blurs accordingly and increasingly with how fast it is moving. A car going at 55 miles per hour will blur less than one going 150 because the brain has more time to understand the nuances and intricacies of the shape and get its details.
Edited by DarkPulse, December 09 2012 - 11:27 AM.
A coagulated, gloomy thinking in the intelligence, as my major ego.
An antinomian theorem of behaviorism, in all of my thinkings.
It's what we call "The Inversion Impulse."
#23
Posted December 09 2012 - 12:35 PM
OP is complaining about graphical features that can be disabled. The intelligent thing to do is disable the features you don't like. Everything else is bunny.
ETA for $feature_you_want to be added to Hawken Open Beta: Imminent™
See someone breaking the rules_ Don't reply, just hit Report. I am a player, not staff.
Drinking game: Check the daily stats. If I'm not the top, DRINK! (I'm joking!)
#24
Posted December 09 2012 - 12:53 PM
So, MY take on the idea is to default-off/not recommend the features that harm immersion.
And it seems I'm going to have to do some studying on the eye thing...
#25
Posted December 10 2012 - 06:14 AM
marshalade, on December 01 2012 - 01:19 PM, said:
Ill do it for you.
Go play another game.
All I see here is qqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqq
Is this thread necessary_ Lock this pos thread plox.
#26
Posted December 10 2012 - 07:11 AM
Why O why would you want to change what aint broken________
#27
Posted December 10 2012 - 07:52 AM
Adhesive. Get on that.
Actually a better solution would be to reduce the refresh rate of everybody's monitors to movie standard (24 frames) and make motion blur get calculated at movie standards(they take 120 fps footage and merge frames). So anybody with 120 game fps would have movie quality games.
Adhesive, why did you not think of these things while making Hawken_ Obviously proper monitor support is the first step to making a quality game experience. I am filled with disappointment.
#28
Posted December 11 2012 - 05:42 AM
D20Face, on December 10 2012 - 07:52 AM, said:
Adhesive. Get on that.
Actually a better solution would be to reduce the refresh rate of everybody's monitors to movie standard (24 frames) and make motion blur get calculated at movie standards(they take 120 fps footage and merge frames). So anybody with 120 game fps would have movie quality games.
Adhesive, why did you not think of these things while making Hawken_ Obviously proper monitor support is the first step to making a quality game experience. I am filled with disappointment.
I'm completely ignorant of the working of monitor technology. Are you serious or being sarcastic_ I can't tell.
"I5-2400 3.3Ghz, 16GB Corsair 1600Mhz, MSI 2GD5/OC GeForce GTX 660Ti, COOLER MASTER HAF 912, GIGABYTE GA-Z77X-UD3H, LSP 750 PRO, 500GB Sata 6GB"
#29
Posted December 11 2012 - 10:49 AM
ETA for $feature_you_want to be added to Hawken Open Beta: Imminent™
See someone breaking the rules_ Don't reply, just hit Report. I am a player, not staff.
Drinking game: Check the daily stats. If I'm not the top, DRINK! (I'm joking!)
#30
Posted December 11 2012 - 04:10 PM
Elix, on December 11 2012 - 10:49 AM, said:
I actually realized that later. Lack of sleep kills the mind man
"I5-2400 3.3Ghz, 16GB Corsair 1600Mhz, MSI 2GD5/OC GeForce GTX 660Ti, COOLER MASTER HAF 912, GIGABYTE GA-Z77X-UD3H, LSP 750 PRO, 500GB Sata 6GB"
#31
Posted December 11 2012 - 04:43 PM
DarkPulse, on December 09 2012 - 11:25 AM, said:
Can you give some sources_
#32
Posted December 11 2012 - 09:54 PM
Roundlay, on December 11 2012 - 04:43 PM, said:
Quote
Without this simulated effect each frame shows a perfect instant in time (analogous to a camera with an infinitely fast shutter), with zero motion blur. This is why a video game with a frame rate of 25-30 frames per second will seem staggered, while natural motion filmed at the same frame rate appears rather more continuous. Many modern video games feature motion blur, especially vehicle simulation games.
Some of the more known games that utilise this are the recent Need for Speed titles, Unreal Tournament III, The Legend of Zelda: Majora's Mask and many others. When used in videogames, there are generally two methods used to achieve motion blur: cheaper full-screen effects, which typically only take camera movement (and sometimes how fast the camera is moving in 3-D Space to create a radial blur) into mind, and more "selective" or "per-object" motion blur, which typically uses a shader to create a velocity buffer to mark motion intensity for a motion blurring effect to be applied to or uses a shader to perform geometry extrusion.
A coagulated, gloomy thinking in the intelligence, as my major ego.
An antinomian theorem of behaviorism, in all of my thinkings.
It's what we call "The Inversion Impulse."
#33
#34
Posted December 11 2012 - 11:18 PM
Roundlay, on December 11 2012 - 11:05 PM, said:
I was under the impression that, at least currently, LCDs have a certain inherent level of motion blurring due to their hold-type rendering method.
It's very distracting for gaming, and as time has gone on, LCDs have improved response times to the point where ghosting is essentially nonexistent. For things like Plasma TVs, ghosting is naturally nonexisten; ditto for CRTs, but of course, neither are used as monitor technologies (CRTs having been displaced by LCDs, and plasmas not being economically feasible under 40" sizes.)
Edited by DarkPulse, December 11 2012 - 11:23 PM.
A coagulated, gloomy thinking in the intelligence, as my major ego.
An antinomian theorem of behaviorism, in all of my thinkings.
It's what we call "The Inversion Impulse."
#35
Posted December 11 2012 - 11:22 PM
DarkPulse, on December 11 2012 - 11:18 PM, said:
Semantics issue. The [byproducts of the] hold and release nature of LCDs are also referred to as motion blurring (:
http://alexandria.tu...tenberg2009.pdf
Edited by Roundlay, December 11 2012 - 11:23 PM.
#36
Posted December 11 2012 - 11:26 PM
Roundlay, on December 11 2012 - 11:22 PM, said:
http://alexandria.tu...tenberg2009.pdf
However, it's very distracting, especially for games, so manufacturers have worked on reducing ghosting, as with sub-par refresh rates, it affected everything and not only the things that "should" have motion blur. As a result, due to the faster response times, images then became "too" perfect and clear; ergo, why we have motion blur put back in (optionally) by some games.
Edited by DarkPulse, December 11 2012 - 11:27 PM.
A coagulated, gloomy thinking in the intelligence, as my major ego.
An antinomian theorem of behaviorism, in all of my thinkings.
It's what we call "The Inversion Impulse."
#37
Posted December 11 2012 - 11:28 PM
DarkPulse, on December 11 2012 - 11:26 PM, said:
Nice summary.
It also looks kinda rad!
#38
Posted December 12 2012 - 12:17 AM
It's obviously for the best that monitor refresh times improved, but as I said, that leads to the problem of it being too crisp and clear. So here we are now with either camera-based, or shader-based motion blurring, which is probably realistically the best way to go, since higher refresh rates are basically always going to stick around.
Things like motion blur depend on the relative speed of the object compared to your vision. If you move at the same speed the object moves, it appears stationary (and crisp), but the world outside of it looks like a blur. Our natural vision does this blurring because it cannot pick up the "moving" objects (whether it's the actual object, or things in the background) in time to give us a clear picture, but since a movie or a video game is, essentially, a series of single frames played in such rapid succession that our own eyes are tricked into believing it's motion, they are inherently imperfect reproductions based on that. Thus, motion blur being put into games, and things like motion blur-reducing features being built into TVs (very important for things like sports).
Edited by DarkPulse, December 12 2012 - 12:18 AM.
A coagulated, gloomy thinking in the intelligence, as my major ego.
An antinomian theorem of behaviorism, in all of my thinkings.
It's what we call "The Inversion Impulse."
#39
Posted December 12 2012 - 03:30 AM
DarkPulse, on December 12 2012 - 12:17 AM, said:
Images being "too crisp and clear" is a matter of personal taste. I use a 120Hz monitor and have never been inclined to think (game) images were too crisp or too clear. Motion blur is certainly far diminished at high frequencies though, that's for sure.
#40
Posted December 12 2012 - 05:50 AM
Roundlay, on December 12 2012 - 03:30 AM, said:
But that's why it's better to have motion blur as an option, as opposed to dealing with ghosting.
A coagulated, gloomy thinking in the intelligence, as my major ego.
An antinomian theorem of behaviorism, in all of my thinkings.
It's what we call "The Inversion Impulse."
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users