>>13949470
it's possible to drastically improve the look of a game with post-processing effects, obviously; most games that look nice do so because of heavy post-processing effects. however, the game developer can make use of intimate knowledge of the game scenario (i.e. level geometry data and also the function of other effects in the scene) to tune the post-processing. using stuff like reshade to improve a game's visuals can work great, but it'll always be a little hit-or-miss. as an example, I use reshade for PSO2 because it's a DX9c game from 2012 that was originally created to fit 12-player action gameplay on the PS Vita. I use a customized preset with a lightweight simulated bokeh DoF effect combined with a heavyweight MXAO effect (because I like ambient occlusion) and I think it looks really nice. sometimes the MXAO effect really looks weird though, like underwater. in other cases, the DoF effect interferes with gameplay (very rarely). fortunately, the "disable effect" button is just a hotkey away.
don't let faggots like >>13949486 tell you what to do. if you create a preset and you think it looks nice, run it! it's your game, enjoy it the way you want. shit like "post-processing is for retards" is just hipsterism of the worst sort