Option to turn off Chromatic Aberration
#51
Posté 18 octobre 2014 - 03:24
Ohhhhhh, so that's why I see red and blue edges around white objects. Been wondering about that since I was nine.
I can see how it would be annoying to most people, since most people don't wear high prescription glasses all day. My eyes had to learn to compensate for misaligned colors, so screenshots with small aberrations look "correct".
I wonder what proportion of videogame artists are severely nearsighted? Maybe that would explain its recent popularity.
#52
Posté 18 octobre 2014 - 03:39
So long at it's subtle I don't mind so much. Then I never really had a problem with lens flare either, so long as it wasn't so overdone as to be actually noticeable. If it's there just to "provide consistency" without leaping out at you, chances are I won't notice and it won't be a problem for me. If at any point while playing I think "Oh, lens flare" or "Oh, messed up colours" then it's too much.
Also, I didn't know what "bloom" is, so I've looked it up and I think I'd put that in the same boat. So long as it's not so much that I especially notice it as being out of place, I don't mind.
Of course, the tricky thing is that different people will have different thresholds before noticing things like this. I expect some people will instantly notice any "bloom" whatsoever, while others only when it's something especially stupid.
#53
Posté 18 octobre 2014 - 03:55
Also, in my quest to find out what the hell "Bloom" is I came across this: http://www.gamesrada...o-game-history/
I suggest reading through it right until the very end, partly because it's funny, and partly because it will make you appreciate that whatever effects they've used in DAI, or how you feel about them... at least it won't be this bad ![]()
#54
Posté 18 octobre 2014 - 04:09
Awesome. I've been asking for that for years.http://imgur.com/a/3lUUP
There isn't an option to turn off chromatic aberration on it's own, but I think it's handled by Post-Process Quality so you should be able to set that to low/off. But this also means you'll lose things like DOF and other post process effects.
#55
Posté 18 octobre 2014 - 04:09
#56
Posté 18 octobre 2014 - 04:20
This (extreme example from BF4):
My eyes. I hope we can turn it off completely. I can't even watch a 3D movie with those glasses in the cinema withought getting cross-eyed and having a killer headache. A game with this effect would be unplayable for me.
Modifié par Mir Aven, 18 octobre 2014 - 06:48 .
#57
Posté 18 octobre 2014 - 04:40
BSN seems to be having issues.
BSN always has issues. With everything. Every little thing. ![]()
#58
Posté 18 octobre 2014 - 05:09
Please God quit adding this to games. I also hate bloom and lens flare with a fiery passion. Why spend so much money developing a game, only to make it look shittier in post-processing ON PURPOSE?! It boggles the mind.
#59
Posté 26 décembre 2014 - 02:13
Chromatic aberration is a cheap and easy way to tie your visuals up with a bow. Just like lens flares and blooms before it, you use it to unify your image by simulating the frustrating side effects of using real-world lenses. There's a certain visual consistency you get when it looks like you took a picture of your image with a crappy camera.
Any image, whether it be a picture taken by a physical camera in the real world, a drawing, or the rendered frame of a video game, is simply visual information. When it comes to such visual information, fidelity and accuracy are paramount as far is I am concerned. In terms of visual consistency, when I look at my old photos, I find myself thinking that they look consistently crappy/pixelated, and that I wish I had the camera I have now to take them. I might have gotten more detail. If a physical lens has a frustrating side effect, and the rendered frame of a video game does not, why not take advantage of that and do things in games that cameras cannot do, like produce an image of such accuracy and detail that it is beyond the capability of any camera to capture? I think that the side effects of the equipment used to produce an image are not an intentional part of artistic expression, and reintroducing frustrating flaws into an otherwise clean image for the sake of some pseudo authenticity is retarded. When I see that stuff included in games, I strip away as much of it as I can untill I see it in its pure polygonal and textures glory. Maybe some AA to smooth jagged edges. If a game doesn't look good to begin with, leaning on a post processing crutch(tying with a bow) won't help anyway. Not that Dragon Age:Inquisition doesn't look amazing; it does. Which is why it doesn't need to go heavy on the post processing.





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