Project Offset Engine (New Screenshot)

Spaceman-Spiff said:
Too much HDR at times, but impressive indeed.

More clips at gametrailers: http://www.gametrailers.com/gamepage.php?id=1931

Too much HDR? What does that mean? Maybe you mean "too much bloom".
It's quite funny to see how HDR has been taken in by a LOT of people as just a bloom technique, missing the whole point of HDR. Much like "pixel shading" was synonimous with "bump mapping" for a long time, even today...
 
I didn't feel the bloom in these examples was tooooo bad, seeing as they were just artistic asset demos. If they were in game it'd bother me. The Too Human pics are showing a degree of bloom that IMO is actually splurging out the fidelity of the graphics, like a full-screen soft-focus. I think I'll end up boycotting games for a couple of years until devs have got past this 'excessive bloom' phase...
 
Shifty Geezer said:
I didn't feel the bloom in these examples was tooooo bad, seeing as they were just artistic asset demos. If they were in game it'd bother me. The Too Human pics are showing a degree of bloom that IMO is actually splurging out the fidelity of the graphics, like a full-screen soft-focus. I think I'll end up boycotting games for a couple of years until devs have got past this 'excessive bloom' phase...

Bloom is the new Lens Flare. Look how long it took them to get over that craze, and still today you see ridiculously unrealistic lens flare effects sometimes... (*shivers down the spine*)
 
Shifty Geezer said:
I didn't feel the bloom in these examples was tooooo bad, seeing as they were just artistic asset demos. If they were in game it'd bother me. The Too Human pics are showing a degree of bloom that IMO is actually splurging out the fidelity of the graphics, like a full-screen soft-focus. I think I'll end up boycotting games for a couple of years until devs have got past this 'excessive bloom' phase...
the secret is to only do a selected bloom, see these screenshots

http://s24.photobucket.com/albums/c26/zzeek/?action=view&current=boom2.jpg // no bloom
http://s24.photobucket.com/albums/c26/zzeek/?action=view&current=boom3.jpg // exaggerated bloom
http://s24.photobucket.com/albums/c26/zzeek/?action=view&current=bloom1.jpg // bit higher than normal bloom

doing it this way you select what objects u want to bloom and how much, instead of blloming the whole screen and washing things out.
(theres a slight performance hit implementing it this way, also u need a reasonably well designed game engine)
 
Exactly. There are some good examples out there. ICO's use of bloom with the sun was very convincing. Generally though Bloom seems to be applied with all the artistic taste and forethought of a roadlayer layer tarmacadam!
 
Shifty Geezer said:
There are some good examples out there. ICO's use of bloom with the sun was very convincing.
Which is exactly why ICOs bloom is generally considered less "technically impressive"(heck I bet some people think there's no bloom in ICO at all) then say something like... PoP or Splinter Cell. :oops:

But then that's ok - ICO is just too artistic to do anything technically interesting - it just isn't possible, those guys can only draw pretty pictures, not code. :p
 
They also had a nice sense of translucency on Yorda's dress that really struck me. That and the erie glow really contributed to a sense of the supernatural about her.
 
also IMO the comparrision of bloom -> lensflare is not quite right
i believe a more apt one would be per pixel lighting of a few years ago.
eg remember how when 90% of the demos came out they had overdone the specular (im also guilty), thus everything had this shiny appearence where it looked like it had just rained.
nowadays ppl a far more judiscious with their use of specular
 
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