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File: 782317466438d92⋯.png (433.59 KB, 911x420, 911:420, Chronic_Abhorrention.png)

e76460  No.16591190

Let's talk about visuals in a more technical side. Specifically filters and shaders and how they are used in games. Good and bad, old and new. I'm not an expert on this, so let's just use any terms that work. Here is how I simplyfy it: Shaders usually target rendering engine, textures and lighting in dynamic way, as filters change the projected image, in a "static" way.

I'm going to start with Twilight Princess on Game Cube. Twilight Realm was done mostly by applying shit tons of filters to make it look as strange and beautiful as possible, pretty much capping the GC hardware. Still to this day it looks really good, mostly because the twilight-effect was so well designed.

I truly hate Chromatic Aberration, because it's the cancer of effects, like BLOOM was in early 3D and as lens flare is in movies. What a fucking waste of processing power. Some games use Chronic Abhorrention very well. Signal From Toelva is a fine example. You play as a robot so taking damage or being in high radiation fucks up your visuals. CA Seems fine there as an effect. Still hate it, but at least it kinda works. And high radiation causes cancer, so CA is right at home there, in meta context anyway.

This is probably not even a shader issue, but Dark Souls used a weird color filter when you enter the Blight Town, but the game applies it when you step through the door after beating Gaping Dragon. It always seemed weird to me. why not make a gradual shift in color while you go down the ladder? The intention was to make a shift in atmosphere, so why throw it in your face after opening the door? Having the color scale shift gradually while going down would make a lot more sense in every respect. There might be some game engine reason I'm not aware of, because the descent to Blight Town is a heavy loading buffer zone.

**If you want to just play around writing GLSL code try "bonzomatic":

https://github.com/Gargaj/Bonzomatic

It's pretty fun.**

1ef205  No.16591211

>>16591190

>memorable good use of shaders

Every good PS2 game.

>bad use of shaders

All of the gen 8 meme post-processing.


38f86d  No.16591216

Is Shadman still a meme?


1ef205  No.16591228

File: 04062f1828a6039⋯.jpg (Spoiler Image, 70.82 KB, 643x900, 643:900, chromatically aberrated gr….jpg)


e76460  No.16591277

File: 83247ca472ceaa4⋯.webm (7.47 MB, 1920x1080, 16:9, light_and_shading.webm)

>>16591211

>All of the gen 8 meme post-processing.

I don't know shit about that. Could you maybe give some examples? All I see is overused color filters and "cell-shading-shaders" that make everything look like a SuperHD Eagle-Filter cartoon from the 80s. Seriously, you can make this effect on your monitor/TV by upping everything in color menu to max, And then just leveling the brightness lower, I shit you not, it's uncanny.

Webm is on topic and long as fuck. But if you are into this shit, it's pretty good. Just dl it and listen to it while you commute to a dead end job or something.


b78fad  No.16591305

>>16591277

He's probably talking about the ridiculous stack of post processing layers a lot of FPS games had

>Bloom

>HDR pass

>Contrast pass

>Colour correction pass

>Camera dirt pass

>Vignette pass


bbb43d  No.16591311

filters are just bad, nostagiafags uses shit like scanlines when emulating games and its just awful, especially 2D shit with lookin good tier filtering.

Shaders also suck ass, every game nowadays has the same shitty lighting that makes everything look super shiny and plastic

>post processing effects

destroyed artstyles and clear images in games, go back to any old ass game and it looks really clear, you can instantly tell what is on screen even objects at a distance in less that a second, jump to any modern game and its a blurry eye straining mess where everything turns into blurry pixels after a few meters


c4aa99  No.16591395

File: d5191d52c71c179⋯.jpg (41.21 KB, 233x217, 233:217, 1378229638397.jpg)

>>16591311

>Shaders also suck ass

I love when people say shaders suck ass. Would it be better to not have anything at all on the screen? Zero understanding of the subject.


bbb43d  No.16591446

File: 08b070f9273765d⋯.mp4 (6.21 MB, 640x360, 16:9, audiophile.mp4)

>>16591395

yeah, fuck visuals, audio only games when?


e76460  No.16591457

>>16591305

>ridiculous stack of post processing layers a lot of FPS games had

I think you are right. The devs just layered so many effects that only their "Devkit-computers" could handle it. Then the terrible realization on launch day, that the consumers don't a devkit-computer. What a surprise!

>>16591311

>destroyed artstyles and clear images in games, go back to any old ass game and it looks really clear

Some art styles transfer better to computers. It's not really anyone's fault. Cuphead is pure art and fine gameplay, Gato Roboto is meh art style, but great gameplay, Stories is a narrative masterpiece, but meh in everything else.

All of these games are really good.

>any modern game and its a blurry eye straining mess where everything turns into blurry pixels after a few meters

This is called Depth of Field, or DoF. It's fucking horrible at some games. It was made to (once again) emulate a movie style visuals. It can be turned of in most games, but some people don't even know what the fuck it is called. It should be called Distance Blur or eye problems.


164cfa  No.16591470

>>16591446

>What is marco polo


4efb90  No.16591486

File: 528f1cdf2e6e78a⋯.jpg (4.53 MB, 4032x3024, 4:3, IMG_4565.JPG)

File: 978d1d1a10e5f76⋯.jpg (4.13 MB, 4032x3024, 4:3, IMG_4574.JPG)

>>16591311

>nostagiafags uses shit like scanlines when emulating games and its just awful, especially 2D shit with lookin good tier filtering

That's because most of the fags using scanlines think that having a grill running across the screen is "accurate" to how the games looked, when it was much more that that.


e76460  No.16591542

What a disaster of a thread. How about I try to get us back to the track?

Singularity used extensive shader effects that could activate on top of each other to create really fucking impressive visuals that, on my opinion, still hold up today. Sadly the game is not well designed, you can only see the super fun time/warp effects overlay each other in maybe 2-3 fights in the whole game.


bbb43d  No.16591608

>>16591470

that thing where 1 guy shouts marco and the other shouts polo? isnt that some american thing?

>>16591457

>DoF

even when its turned off everything still gets extremely blurry past a certain point, I never have it on yet all the nu games Ive tried just blend together.

>>16591542

singularity was a massive shitshow and the multiplayer sucked ass, you spend more time walking about empty levels than you do shooting shit, atleast they let you kill both people in the end


1ef205  No.16591651

File: d9fedc04c0d1dec⋯.png (3.77 MB, 2637x2016, 293:224, Ghouls'n Ghosts (USA, Euro….png)

>>16591305

This shit, except also abusing chromatic aberration for pseudo-dof, and really bad implementations of ambient occlusion that give everything these disgusting shadow auras like far cry 3.

>>16591486

Scanline filters can look okay at 4k on some games if you wanted it to look sort of like a pvm.


bbb43d  No.16591674

>>16591651

>Scanline filters can look okay

They will never be okay.

>Ghouls n Ghosts

Are you a casual or something? that shit was easy on the mega drive, be a man and play the original


1ef205  No.16591694

File: dca40507b31cac4⋯.jpg (3.21 MB, 3024x2268, 4:3, based tv filters.jpg)

>>16591674

>They will never be okay.

Rude.

>Are you a casual or something?

Yes. I couldn't even beat the md version without savestates at the beginning of each level.


bbb43d  No.16591707

File: 3c1b09a83a2e9aa⋯.png (1.29 MB, 1152x864, 4:3, Super weenie hut jr.png)

>SUPER ghouls

>savestates

Scaline filters just fuck with the game, if you want actual scallines just buy a CRT and hook your emulator up to that instead, its impossible to emulate the effect that a CRT or arcade cabinate gives you with the scalines


28e2b4  No.16591774

File: b85ad6d145ff747⋯.png (172.67 KB, 1600x1016, 200:127, mk2-190517-183630.png)

File: 08e146c8b487a11⋯.png (3 MB, 1600x1016, 200:127, mk2-190517-183630-190612-1….png)

I love crt-royale


cf0cb9  No.16591810

>>16591311

Show an example of a game with shitty shaders.


6cc4d3  No.16591968

File: fc167b16827c733⋯.jpg (52.97 KB, 640x640, 1:1, 364533_Real-Sound-Kaze-no-….jpg)

>>16591446

>audio only games when?

A couple decades ago.


6cc4d3  No.16591988

>>16591694

Try the Master System version, it was much easier.


15b044  No.16591991

>>16591810

Payday 2 before you could turn it off in settings. Depth of Field is always cancer in an FPS game.

See also Battlefield 4, where chromatic aberration, dirt layers, bloom, light coronas, and just general shader effects make the game almost impossible to actually see what the fuck is going on.


4efb90  No.16592018

>>16591774

CRT-Lottes seems closer to the source material.


47b711  No.16592029

File: d43e2a4c9b691df⋯.png (1.27 MB, 724x1019, 724:1019, the_fat_dog_of_shimano.png)

>>16591774

I prefer crt-quarterpounder


764609  No.16592188

>>16591228

it made me sad when he made the mewtwo not null anymore


bef019  No.16592237

>>16591211

>Every good PS2 game.

>PS2

>shaders

Really makes you think.

PS2 doesn't have shaders in the actual sense of the term, it achieves a similar effect by having the VUs throw a bunch of commands at the GS through µcode, kidna like the N64 actually except not completely retarded


3bce04  No.16593555

>>16591190

>>16591211

Motion Blur makes me ill, every time I see it


bbb43d  No.16593563

>>16591774

that shit looks terrible, especially the vignette


791572  No.16596770

Not particularly remarkable but still bad, Monster Hunter World does a very heavy Chromatic Abortion effect when you use Flash pods or trigger environmental Flash effects, it's basically this game's "flashbang" I suppose, it's the only use of CA that I noticed and it can't be disabled, at least it seems impossible trough the game's graphical settings, otherwise the game looks mostly nice and colorful.

Honorable mention (also MHW): Temporal Antialiasing, it's incredibly blurry and it just smudges everything, which is very noticeable when moving the camera, and for some reason it only kicks in when it detects movements of pixels, any static object will remain absolutely unaffected and jagged as fuck.

Yet another issue I just remembered with this game, Ambient Occlusion really enhances the lighting, isn't very demanding and doesn't create those ugly dark auras around objects BUT it's blocky no matter how high you set it to, Low is absolutely disgusting, you can literally see squares wherever the effect is in effect, it's passable on Medium and somewhat hard to see on High, it's still there if you know where to look though, it seems to not be a problem if running the game at very high resolutions, (2560x1440 or more) but my calculator can't handle that.

Overall I'd say the game's a bit of a mess graphically speaking, still quite fun though.




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