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Chazore said:
JEMC said:

I completely agree on some of those effects but disagree on others

Motion blur in racing games and at high speed is ok, but it gets overused on other genres and, to be frank, sometimes it makes me dizzy, literally.

Chromatic aberration... well, the name already says that it's not a good thing, so I don't understand why they use it.

Film grain is a good asset if used properly, for example when you're reviving a flashback (either through a CGI cutscene or through some gameplay).

Depth of field should mostly be reserved for FPS games, and then, only when you are using the fine aim or your weapon.

 

One effect that is not mentioned in the article that was useless was the "Ubersampling" thing in The Witcher 2. It just made the game to look and run worse.

Motion blur I'm somewhat fine with in racing games, though as long as it's not too blurry that I can't make out if I'm able to turn left or right (Burnout games are a bit notorious for this).

CA is definitely something that I feel shouldn't be a part of video game fx, for photography I see that being fine since it's a still image.

FIlm grain I;m usually ok with but tend to turn it off for most games but don't mind flashbacks making use of that effect.

DoF is a bit ok but more recently it's irked me just how much devs are reliant on it to blur out far away textures or in cases like Dying Light where my fps takes a hit because they turned up the effect to make it look more cinematic and my visuals/fps took hits because of this decision (Also not many games give us the option to turn it completely off either which is another issue).

Ubersampling I'd agree with you, though not many games specifically use that effect.

 

I kinda hope sometime enxt year they'll do an article on the various types and forms of AA options, if not I think we should make such a topic since there are some good types used in games of old and new and bad types (the ones that don't do much or hog your fps).

I'm sure we could find a few articles detailing the different AA forms already, and I know I've read at least one of them, but they tend to become very technically dense and I alway end lost.

A good and easy to understand article about it would be very welcome.

What I do remember from that article, though, is that the best technic is the first one, the one called AA. All the rest are just aproximations because proper AA takes a lot of resources. It's kind of surprising that even today, our graphic cards aren't powerful enough to use proper AA.



Please excuse my bad English.

Currently gaming on a PC with an i5-4670k@stock (for now), 16Gb RAM 1600 MHz and a GTX 1070

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