Chazore said:
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
Steam / Live / NNID : jonxiquet Add me if you want, but I'm a single player gamer.