raytracing's the cool kid, keep him in
Greentext
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Depth of field and chromatic aberration are pretty cool if done right.
Depth of field is a really important framing tool for photography and film. The same applies to games in that sense. If you have cinematics/cutscenes in your games, they prob utilize depth of field in some sense. Action and dialogue scenes usually emphasize the characters, in which a narrow depth of field can be used to put focus towards just the characters. Meanwhile things like discovering a new region puts emphasis on the landscape, meaning they can use a large depth of field (no background blur essentially)
Chromatic aberration is cool if done right. It makes a little bit of an out of place feel to things, which makes sense in certain games and not so much in others. Signalis and dredge are a few games which chromatic aberration adds to the artstyle imo. Though obviously if it hurts your eyes then it still plays just as fine without it on.
I always turn that shit off. Especially bad when it's a first-person game, as if your eyes were a camera.
Add DLSS to the list. I've never had an experience where DLSS didn't make my game run better. It always makes the textures worse and the game run worse than just setting it to native resolution and a specific texture quality.
Whaaaa? You must be using some ali express DLSS or something.
Wym? I love DLSS. If I can't get a solid framerate at native resolution, DLSS really brings a lot to the table with a minor loss of quality imo.
Edit: I reread your message, and I missed the double negative in your sentence. Did you mean games never run better with DLSS?
That is odd. DLSS should definitely net you a handful of frames. Games often run better with ray tracing on and DLSS on quality vs native without ray tracing, sometimes doubling it. Some newer titles I find are only playable (at the very least 60 fps) because of DLSS (which is a whole problem in and of itself). I absolutely prefer running without any sort of temporal AA because of smudges and ghosting.
Rereading my comment, I think I left out the double negative, so you were right to be confused.
If I had to try and diagnose the issue, I think it comes down to the fact that I have an early 2060, which means not just an old card, but an old card with less VRAM. Consistently, I find that DLSS drops textures down to the lowest possible setting or constantly cycles between texture resolutions every few seconds when I can get a consistent 60 fps on medium settings in most games at native 1080p. It may net me a few extra fps, but the hit to quality simply isn't worth it if I can't make out what's what with the texture popping.
Another possible culprit would be shader caching since games are more and more demanding that you use an SSD to stream directly from the hardrive, but I'm not knowledgeable enough to get that deep into it.
I don't mind a bit of lens flare, and I like depth of field in dialog interactions. But motion blur and chromatic aberration can fuck right off.
I mind lens flare a lot because I am not playing as a camera and real eyes don't get lens flares.
That's fair. I usually turn it off for FPS games. But if it's mild, I leave it on for third person games where I am playing as a camera.
Same same
Shadows: Off
Polygons: Low
Idle Animation: Off
Draw distance: Low
Billboards instead of models for scenery items: On
Alt: F4
Launch: Balatro
I think my PC can run the C64 demake of Balatro in an emulator
The main problem with these is giving people control of these properties without them knowing how the cameras work in real life.
The problem is that I am not playing as a camera, so why the hell would I want my in-game vision to emulate one?
Sometimes it does look better, but I would argue it's on the developer to pick the right moments to use them, just like a photographer would. Handing it to the players is the wrong way to go about it, their control on it isnt nearly as good, even without considering their knowledge about it.