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Chromatic aberration looks like this:
![]()
KZ2 does not present that effect. Simple as that.
Chromatic aberration looks like this:
![]()
KZ2 does not present that effect. Simple as that.
That's just what some random guy thinks KZ2 is doingWhy don't you tell him ? This is Nebula's link:
http://mynameismjp.wordpress.com/2009/12/15/more-post-processing-tricks-lens-flare/
I had a feeling it was sarcasm, but I didn't bother to check the rest of the thread to see it in contextSeriously, people are quoting me on that?!![]()
Same thread...
http://forum.beyond3d.com/showpost.php?p=1159400&postcount=50
Not really, but since somebody claimed the game had it, discussion ensured xD.Now I'm scratching my head. Do you want a game to look like that?!
I think the origin of this rumor was indeed you xDFurthermore, where exactly are/were Guerilla talking about chromatic aberration? I've Googled to find the feature list that claims it as a feature, but haven't found it. All I can find is a repeated quote from a Wikipedia article on raytracing which was a quoted feature.
Interesting. Ever used during gameplay?Actually it does, in the loading screens.![]()
The problem with any of it is that it's nearly always overused in games. So-called HDR (bloom) just for the sake of saying that the game has "HDR lighting" (which is a completely different thing, that most games don't have at all), or in-your-face lens flares just for showing off the lens flares.
Chromatic aberration is a very subtle effect, and I don't see developers wasting programming time and system resources to do it, since most people wouldn't notice anyway. I've seen people toy with it in CGI, where they add it to give that extra push into photorealism, but on the flip side I've also seen editing programs with the ability to remove it to help clean up a photo.
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I was referring to chromatic aberration over the entire image, like the pic that Scofield posted, rather than used for a particular effect. The prismatic effect in Crysis is much more in-your-face than what I was referring to (not to say it's not cool, I agree with you there, it's a wonderful touch, especially on water). I've seen CGI folks use chromatic aberration, but tiny.. 0.5-1.0 pixel shift, not even noticeable, but does make a subtle change in how the image looks. As it were a photo taken by a camera with a slightly flawed CCD. In that arena, it's actually the imperfections in the image that make it look more real.. "perfect" images look fake.
MJP, I know very well what HDR is. While they may be using it somewhere in the rendering pipeline, I've seen very few games that actually use high-dynamic lighting. In my world (CGI), HDR is (at its most basic level) the ability to go outside the normal bounds of 0-100% illumination (0-255, 8-bits). To have sunlight that is literally a thousand times brighter than a light bulb. In direct application, it tends to yield results with very high contrast (very bright highlights and very dark shadows), without losing any detail. Nothing in the illuminated area is blown out, and nothing in the shadows is crushed. And yes, it can certainly result in some amazingly lifelike results, especially in a linear colorspace (which is a whole other matter, I don't know if games are even touching on that yet).
Most games have very flat lighting.. the illuminated areas aren't really that much brighter than the shadows. Now, I've seen games use lighting solutions that yield good results, like Assassin's Creed or Uncharted, but Crysis is about the only game I've seen that really does it well. And even then, you have to push the TOD outside its normal settings to keep the lighting from looking flat.
What I was referring to by the statement of "so-called HDR" are developers who use a limited-range lighting solution, but then toss a bunch of lens flares and bloom onto the image to make it look like it's using a HDR solution. They crank up the settings on things like specular highlights and say "ooo, pretty", but it's not real HDR lighting. For an example, take a look at the "HDR mod" for World of Warcraft. It's literally just a crazy bloom filter, but they're advertising it as a HDR lighting solution for WoW, when it actually does nothing at all to change the game's own illumination settings.
That's pretty convincing around the window frame , but it's still a pointless feature to go with IMO except when you want a special effect to highlight a situation, like engaging a Beserk mode or during one of those horrible 'you're dying, so we're going make everything that much harder to see so you can't actually save yourself' effects that are so depressingly popular these days. Otherwise why try to recreate a bad lens? Why not add screen-blur and high contrast to get as close as possible to the Holga? (example) Qunicunx FTW!Obviously the strength I set it to was to high and it might give headache if viewed for to long time.
http://img51.imageshack.us/img51/210/editor2010061112342135.jpg
No game developer with any brain is going to construct an engine that properly fakes chromatic aberration to make their game look like poop, nor are they going to fake it to a realistic level such that it's imperceptible, just like real photographs.
Yes, it's the same bitter irony that had software engineers trying to create lens flare while optical engineers trying to remove it. If you're going for a cheap camera look it makes sense, but typically photography uses the best possible equipment and the results are outstanding fidelity with very little CA; even moreso now companies like Canon provide software compensation for CA in their own lenses.Actually it's not like that. CA has become a cheap post effect to add 'realism' in offline renders, so much so that even we added some into one of our latest work (barely noticeable though).
...as I said, as a point effect. In which case CA could be replaced with any other fancy effect and there's no point to target CA in particular per se. Just a coloured, image ghosting, fresnel colouring effect of various sorts.I've also seen it in one recent game's trailer, using it as a 'damage' effect, ie. when the player is shot;
Actually it's not like that. CA has become a cheap post effect to add 'realism' in offline renders, so much so that even we added some into one of our latest work (barely noticeable though).