Above all else, this video reminded me of just how bloody amazing Arkham Knight still looks.
Yeah thought that too, same style and gives just as much impression as Spider man PS4, good for a multiplat 2015 game.
Above all else, this video reminded me of just how bloody amazing Arkham Knight still looks.
I understand all that rationale, I didn't call it rethoric because its wrong, I called it so because its incomplete. It ignores frame persistance. Thanks to that, often ignored detail, motion will always be perceived as wrong by your eyes, with or without motion blur, with or withouy eye tracking.The eye tracking moving objects isn’t rethoric, that’s how our visual system works.
Frame rates and displays have grave limitations, so using band aids to alleviate those makes sense. The problem with motion blur is that without knowing what the viewer looks at, it will be percieved as wrong, causing irritation or even breaking immersion completely. As in giving the impression that your eye is malfunctioning rather than being a part of the limitations of the rendering tech.
In that sense it is similar to DOF effects, where not being able to focus wherever you want in the scene is bizarre. (Actually DOF in games is just wrong on many levels, not the least of which being that a normal eye focussed on a couple of meters actually perceives everything as sharp even without refocussing. Our FOV and pupil aperture takes care of that.)
People simply find this immersion breaking as it conflicts with how vision works in general.
There is a real problem that motion blur is trying to adress, but I’d contend that I’d rather see band-aids being used that doesn’t introduce jarring artifacts of their own. And of course, what we really should be doing is attack the problem at its source.
But movies aren’t games. (And movies aren’t shot with 1970s equipment any longer, so adding old film camera artifacts is just weird.)I understand all that rationale, I didn't call it rethoric because its wrong, I called it so because its incomplete. It ignores frame persistance. Thanks to that, often ignored detail, motion will always be perceived as wrong by your eyes, with or without motion blur, with or withouy eye tracking.
You see an object on screen, you ajust your eyes where you expect it to be on the next instant, but the next frame has not been displayed yet, and the current one is still onscreen, ok so the object is now static, oh wait, another couple miliseconds passe, it did move, ok lets ajust for where it will be in the next 8ms... Oh, 8ms later its still in the same place, it will take another 8 until it teleports to the next position (assuming 60fps)... This is the effect of high persistence monitors (all consumer level monitors really) and it feels like judder, and is unavoidable with or without MB, but MB does make it feel less jarring.
What devs try to do is avoid trying to simulate the world as seen through the eyes altogether, and instead emulate how it feels like if you are seeing the game through a movie camera, since we are used to the same things you mentioned (camera relative MB, non adjustable DOF, lens flare, etc) on that context, and mostly everybody can endure it perfectly well in that context.
Arrrgghh!You're not seeing this happen as it happens through your eyes. You're watching your GoPro footage you captured when you had these adventures many years ago and shared them with the world on YouTube.
I see Uncharted - Ancient Japan edition.Ghost analysis
You know what, an Uncharted game set in the ancient time wouldn't be such a bad idea tho.I see Uncharted - Ancient Japan edition.
Edit: I was most impressed with the quality of the dynamic fire in the leaves. It looks authentic and behaves realistically. That and the leaf shading in the tree.
The game looks good, but nohttps://www.eurogamer.net/articles/...host-of-tsushima-gameplay-debut-tech-analysis
Ghost of Tsushima's E3 debut analysed: a stunning late-gen showcase
Sucker Punch bookends the PlayStation 4 era in style.
It may have been a Sony E3 media briefing short on new announcements, but there was no shortage of spectacle. Alongside The Last of Us Part 2, the gameplay debut for Ghost of Tsushima took us to the war-torn grasslands of 13th century Japan, depicted via a masterclass in real-time rendering, animation and physics simulation. Looking at its stunning opening vista shot, you'd be forgiven for thinking this is running on future Sony hardware - a prototype PlayStation 5, perhaps. At first glance, the environment animation, particle effects and lighting look a generation ahead - and certainly it's a big stylistic jump from the studio's previous work on InFamous First Light. But as the end credit tile reveals, the demo runs on hardware you may already own. It's a PS4 Pro, and so, the real surprise is the technical ingenuity going on in order to achieve such great results on existing console technology.
Ghost analysis
DF going gaga about how next gen it looks and got 1800p CBR from the video. I mean, the Witcher 3 footage in there literally looked like a joke next to it.
Well the thing is that the game looks significantly better than everything else bar TLOU2, Death Stranding or Cyber Punk? That it doesn't belong in this gen even though true next gen could be yet again significantly better.The game looks good, but no