Cheesy "camera simulation realism" effects in modern game design

BSim500

Golden Member
Jun 5, 2013
1,480
216
106
One thing has been bugging me about game design trends over the past few years. Developers seem to have created an obsession with trying to replace your in-game avatar (a person) with some cheap badly made 1970's camcorder with arms & legs attached, then trying to squeeze in every negative 'effect' that mimics a cr*p camera. I'm referring to all the unrealistic "realism" effects that often reduce immersion more than they add to it. You know, stuff like:-

- "Myopia simulator" (Depth of Field)
- "Cataract simulator" (Motion Blur)
- "Glaucoma simulator" (Vignetting)
- "Severe migraine simulator" (Film Grain)
- "I love pretending to wear dorky anaglyph red & blue 3D glasses simulator" (Chromatic Aberration)
- "I love walking round holding up a pane of glass in front of my face simulator" (excessive lens flare or rain / blood trickling down the screen as if you're supposed to be 'seeing' water trickle down 6" in front of your own face).

I know a lot of this is "art style vs realism", but even then whilst I find "Bokeh photography" (DOF) is an aesthetically pleasing art style for static photo's (especially at night), it certainly doesn't carry over to "wall of massive fake blur is good" in video games to me:-

Depth of Field - I find DOF to be one of the most annoying effects in rendered games. It heavily blurs everything beyond x meters to force the player to focus attention on a spot to try and mimic a camera. The three problems with this are : 1. My avatar has not had his eyeballs removed and replaced with cameras (neither have I), 2. "Monovision camera blur on a 2D monitor" is not remotely how humans with stereoscopic vision perceive out of focus objects at distance (they are just as much "doubled" as blurred), and 3. They don't know where you (the player) are focusing & falsely assume you'll be constantly staring only at things within 10ft of your character. DOF works for static portrait photographs to print off and hang on a wall. It's also a natural inevitable effect of light captured through lenses (passive interaction movies & TV). But in real life, whenever you have a face to face conversation with someone on the street, everything else beyond 10m doesn't get turned into a "wall of blur", and you will in fact look around you into the background, "mid-ground", etc, all the time. Likewise there's the psycho-visual aspect to it - even when you aren't looking at the horizon, you do not perceive it as blurred because it isn't blurred when you do look at it and some of that memory gets overlaid onto your peripheral vision in the brain (that's also how many optical illusions work). Trying to "fake blur" everything in the background on a 2D monitor when you are actively trying to look at same background looks & feels far more unnatural & fake to me than switching the whole DOF off completely.

Motion blur - If your vision is blurry just from rapidly turning your head or running in a straight line, it sounds more like you've got a partially detached retina or early stage cataracts. And concussion based blur is more of a psycho-visual thing than purely visual effect, ie, you "feel" it in your head more than you see it. If you were caught in an explosion and flung hard against an object to the extent you could barely make out shapes of objects, you'd also probably spend the next 30mins trying to not be sick or stand up without falling over. Obviously it wouldn't be "fun" to replicate that, but then that's also why trying to fake only the blurred vision effect looks silly. The only real use is trying to hide the judder in consoles locked to 30fps (as in 24fps movies). At 60-120fps on the PC though, it often looks more stupid to have "silky smooth blur" than it adds any immersion.

Vignetting - I don't get it. Why is my in game avatar superhero constantly holding up an oval shaped photo frame in front of his face? Or maybe he's making hand glasses? LOL. The only time you'd see the edges of your vision darken for absolutely no reason the way some games portray is due to mid-stage glaucoma.

Film grain - Why? Nothing has been "filmed" involving silver halide based storage media in 3D rendered games. Mass Effect had this and it looked utterly absurd. Old films also had mono sound, sepia tints, 24fps locks and splotches on the screen, should we add those in too?

Chromatic Aberration - Probably the dumbest modern game effect there is. Real life CA in modern lenses is extremely small and what little there is is corrected via post processing anyway. Do you see it on TV broadcasts? In most movies? Do you see the edges of buildings split up into red / blue with your eyeballs (even though your eyeball's 3 different types of cone cells have different natural sensitivity to different color wavelengths and the entire lot is filtered out by your brain)? Of course not. The only time you'll encounter significant CA is with heavy magnification related divergence such as satellites, telescopes and microscopes (and even then most of that too is corrected in software both post-processing and pre-calibration). So not only is this effect completely unrelated to rendered gaming or what the human eyeball sees (or what your in-game avatar should be seeing), it's not even something you see to the same exaggerated degree with the bulk of movie camera lenses either.

Am I alone in thinking "Less is more" and "subtle realism" should be the guiding principal of post-processing FX, not the "fake camera lens in video game" equivalent of the "Michael Bay mindset" of CGI-ing in a 5,000 Megaton nuclear explosion every time a skateboard collides with a bicycle? Anyone else turn a lot of this cr*p off or down by default for non-performance related reasons (simply because it looks less real / more natural)? Seriously, if Geralt / the Dragonborn, etc, are all half-blind myopics (with tunnel vision on top) barely capable of making out an ordinary tree 25 metres away whilst talking to someone 2m in front of them and require heavily tinted spectacles to stop the edges of objects breaking up like a prism, they really shouldn't be out adventuring at all... :biggrin:
 

SMOGZINN

Lifer
Jun 17, 2005
14,218
4,446
136
Almost all of these are in game not for the purposes of artistic style or even realism, but to make it easier to have more detailed games on less powerful video cards.
 
Feb 6, 2007
16,432
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I'm OK with depth of field, but I agree with you on the rest, especially chromatic aberration, which not only looks utterly terrible in ANY implementation, it also looks shockingly unreal. The cheapest cellphone camera in the world can take pictures better than that; if you had a camera that was giving blue and red halos over everything, you'd take it back and exchange it because that thing is clearly broken.
 

BSim500

Golden Member
Jun 5, 2013
1,480
216
106
Almost all of these are in game not for the purposes of artistic style or even realism, but to make it easier to have more detailed games on less powerful video cards.
I thought most of them add to GPU load though, ie, rendering then blurring is more graphically "expensive" than rendering without blurring (or on low end cards, simply reducing draw distance with "fog")? I know fps went up almost 20-40% in several games when I disabled a combination of them. See Bioshock Ultra vs Ultra + DOF purely for the Depth of Field effect performance impact which seems to "cost" up to 20-25% alone.
 
Feb 6, 2007
16,432
1
81
I thought most of them add to GPU load though, ie, rendering then blurring is more graphically "expensive" than rendering without blurring (or on low end cards, simply reducing draw distance with "fog")? I know fps went up almost 20-40% in several games when I disabled a combination of them. See Bioshock Ultra vs Ultra + DOF purely for the Depth of Field effect performance impact which seems to "cost" up to 20-25% alone.

I don't think they all exist for the same reason. Motion blur masks low frame rates, which is a bigger issue in console games and console ports. Vignette and film grain features can mask a lack of detail. Depth of field has a huge performance hit for a feature that makes a lot of people go "ooooooh." Chromatic aberration exists because we have offended God and his vengeance shall be swift and blurry.
 

futurefields

Diamond Member
Jun 2, 2012
6,471
32
91
i like DOF and motion blur a lot

computer games look unnaturally sharp without and also a little blur helps hide some of the inherant flaws in computer graphics
 

GlacierFreeze

Golden Member
May 23, 2005
1,125
1
0
The one I absolutely hate the most is I believe is called Bloom. Any shiny texture like metals will have a Glowing hazy effect around them. So ugly and annoying looking! Might be okay for some light sources, such as a camp fire, but it's still generally garbage looking.
 

BurnItDwn

Lifer
Oct 10, 1999
26,129
1,604
126
I HATE motion blur. HATE..

also, I hate "mouse smoothing", completely makes any game unplayable for me.
 

BSim500

Golden Member
Jun 5, 2013
1,480
216
106
The one I absolutely hate the most is I believe is called Bloom. Any shiny texture like metals will have a Glowing hazy effect around them. So ugly and annoying looking! Might be okay for some light sources, such as a camp fire, but it's still generally garbage looking.
I know what you mean. Bloom looks OK when very mildly done on the brightest light sources and highly reflective surfaces close to light sources (shiny metal, etc). Probably some of the best examples are what modders have retro-actively injected into games via SweetFX. But as usual, devs will overdo it to "showcase" they've got it, and you end up with luminescent floodlit mushrooms (from a candle 5-6ft away), in Oblivion / Skyrim.

Actually that reminds me of another one to add to the list - Skyrim's absurd 0.5s HDR eye adaption speed. That short a duration is far more distracting having your vision's brightness constantly change light/dark/light/dark every time you walk past a row of lights 2-3s apart in a dark cave than having it disabled. I don't think major games devs can do "subtle" anymore.
 

Merad

Platinum Member
May 31, 2010
2,586
19
81
Personally the one I can't stand is DoF. It's tolerable in cutscenes, but it's the first thing I turn off any any other game. It's overdone to ludicrous proportions in most games. If it was a subtle effect it might be ok, but lots of games only let you clearly focus on perhaps the center 25% of the screen. GTAV drives me nuts sometimes with its lack of a 'disable DoF' option.
 

poofyhairguy

Lifer
Nov 20, 2005
14,612
318
126
I dislike how every surface in modern games shimmers or moves as if it's alive. Tessellation I think it is called?
 

Merad

Platinum Member
May 31, 2010
2,586
19
81
I dislike how every surface in modern games shimmers or moves as if it's alive. Tessellation I think it is called?

Definitely not tessellation. It is basically taking a low poly model and generating a high(er) poly version within the GPU.



Left: Base model
Middle: Model after tessellation
Right: Tessellated model with displacement mapping applied
 

sweenish

Diamond Member
May 21, 2013
3,656
60
91
I'm fine with most of these, when implemented well. The condition of my statement is usually the problem far more often than the technique itself. A well placed bloom can be a beautiful thing.

I enjoy the cinematic feel the film grain gave ME. And it did serve to hide some of the ugly.

Different strokes. I've had games like Crysis 2 rely WAY too much on motion blur to the point that I turned it off completely. Other games, I've kept it on. It's much more about implementation for me.
 

taserbro

Senior member
Jun 3, 2010
216
0
76
The one thing aside from the overuse of DoF is the fake rain drops on the camera lens when it's in 3rd person.

I see this happen in racing games and some 3rd person shooters and the first thing that goes through my mind is WHYYY?!
 

Stringjam

Golden Member
Jun 30, 2011
1,871
33
91
I find DoF is fine only when it is used very lightly at very long distances - - just like real eyesight.

NOT when 10-feet down the hall is blurred for dramatic effect. I hate it.

I'm a big fan of "clean" graphics.

Play a game like "Dear Esther," and even though the quality of the assets in general isn't that high, it looks amazing, because it's so incredibly crisp and unprocessed.

I don't have a problem with bloom either when it is used to approximate real-life vision.

Overuse is the problem. Tasteful, minimal use is fine by me.
 

futurefields

Diamond Member
Jun 2, 2012
6,471
32
91
Personally the one I can't stand is DoF. It's tolerable in cutscenes, but it's the first thing I turn off any any other game. It's overdone to ludicrous proportions in most games. If it was a subtle effect it might be ok, but lots of games only let you clearly focus on perhaps the center 25% of the screen. GTAV drives me nuts sometimes with its lack of a 'disable DoF' option.

GTAV has a disable DOF option. It's right there in the graphics menu under post processing.
 

futurefields

Diamond Member
Jun 2, 2012
6,471
32
91
Depth of Field - The reality of "DOF" in 90% of modern games: "Why render high quality distant terrain when we can half-arse it and hide the mess by blurring the shit out of it?"

It also hides a lot of inherant flaws when rendering distant onjects such as shadow flickering, z-fighting, and LOD pop in which are all pretty glaring in most games at high res.
 

Stringjam

Golden Member
Jun 30, 2011
1,871
33
91
Depth of Field - The reality of "DOF" in 90% of modern games: "Why render high quality distant terrain when we can half-arse it and hide the mess by blurring the shit out of it?" I don't mind a relatively subtle implementation, such as that present in the original Crysis.


Crysis was a landmark in how to implement these effects tastefully. Not to mention sub-surface scattering, which the original Crysis did better than any game I've seen to date.

If they would redo Crysis with the Cryengine3 shaders and hd textures and high-poly models, but with the original approach to SSS, DoF, and bloom, it would be ridiculous.

To think what this game looked like in 2007 - - based on an engine coded in 2004...they were WAY ahead of the game.

 

werepossum

Elite Member
Jul 10, 2006
29,873
463
126
I don't think they all exist for the same reason. Motion blur masks low frame rates, which is a bigger issue in console games and console ports. Vignette and film grain features can mask a lack of detail. Depth of field has a huge performance hit for a feature that makes a lot of people go "ooooooh." Chromatic aberration exists because we have offended God and his vengeance shall be swift and blurry.
lol +1

Excellent rant, OP. I agree with every bit, although I might give the developers a little rope for concussion effects.
 
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