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zibztrollingme
Posts: 1526
Location: RAR - Racist Against Russia. Apparently.
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Posted: Sun, 12th Jul 2015 20:46 Post subject: Why is Chromatic Aberration becoming a thing? |
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It simply looks shit in every game used. Why????
The only game that CA works is Alien: Isolation because of the VHS atmosphere it gives you but that's a damn particular case. Now more and more games have that shit and it annoys the feck out of me.
Surely the devs don't think it looks good, right?
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Posted: Sun, 12th Jul 2015 20:52 Post subject: |
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like mblur, and a lot of post processing effects, it's used to hide the IQ deficiencies on consoles.
Yeah it's pretty shit in most games, and we need to push devs to make it optional, just like mblur is in most games. Literally the first thing I do in every game, disable mblur.
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Posted: Sun, 12th Jul 2015 20:56 Post subject: |
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But how do you disable bloom, glow and mblur in the games where it is not possible.
CA is truly an eye cancer.
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Posted: Sun, 12th Jul 2015 21:00 Post subject: |
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I don't even notice it when it's on.
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Posted: Sun, 12th Jul 2015 21:09 Post subject: |
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Yeah, you can't even see more than 24 fps...
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Posted: Sun, 12th Jul 2015 21:15 Post subject: |
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Meridius55 wrote: | I don't even notice it when it's on. |
It's more noticeable for me in certain games. For example it's horrible in Dying Light, but I don't see it in GTA V and Witcher 3.
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Kaltern
Posts: 5859
Location: Lockerbie, Scotland
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Posted: Sun, 12th Jul 2015 22:20 Post subject: |
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It seems to be used as a really poor form of antialiasing, in a way that kinda distracts the eyes from noticing the jaggies - it is truly ghastly, and needs to go the same way as excessive bloon, sunflare, and film grain.
Chronic Abhoration is just a cheap way of getting out of optimizing, in my opinion.
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NeHoMaR
Posts: 855
Location: In my house.
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Posted: Sun, 12th Jul 2015 22:34 Post subject: |
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Meridius55 wrote: | I don't even notice it when it's on. | Exactly, I don't see any difference at all, I must be blind.
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JBeckman
VIP Member
Posts: 34974
Location: Sweden
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Posted: Sun, 12th Jul 2015 22:48 Post subject: |
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if you dont notice it, something is wrong with your eyesight, and i mean that seriously, not in an elitist forum cockfag kind of way.
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zibztrollingme
Posts: 1526
Location: RAR - Racist Against Russia. Apparently.
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Nui
VIP Member
Posts: 5720
Location: in a place with fluffy towels
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Posted: Sun, 12th Jul 2015 23:13 Post subject: |
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The_Zeel wrote: | if you dont notice it, something is wrong with your eyesight, and i mean that seriously, not in an elitist forum cockfag kind of way. |
I believe you can "miss" this effect. The effect isn't present in the center of the screen and you could mislabel it as some blurring or something. Though once you actually notice it...
Really stupid effect.
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Posted: Sun, 12th Jul 2015 23:37 Post subject: |
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Some games have it more obvious than others. It's kinda subtle in GTAV, in that it took me a few minutes to notice it for the first time, for example. But once you see it, you quickly realise that it doesn't look right.
Other games make it outright unplayable for me, because of how they completely distort the image and colors specifically.
It doesn't help the Unreal Engine has it built-in now. Most games made with UE have CA applied by default with no clear way of disabling it.
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ixigia
[Moderator] Consigliere
Posts: 65078
Location: Italy
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russ80
Posts: 4679
Location: Romania
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Posted: Mon, 13th Jul 2015 09:13 Post subject: |
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It can be disturbing when used in excess, but like with all other post-processing effects, when used correctly it can provide a more realistic picture.
Why? Simply because real life isn't perfect.
That said, it should indeed be an option and not forced on the player.
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sanchin
Posts: 763
Location: Poland
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Posted: Mon, 13th Jul 2015 10:20 Post subject: |
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I've got enough of my own chromatic aberration to tolerate even the slightest bit of the artificial one. I've got pretty strong and wide glasses so the CA is quite big in the peripheral field of view.
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Posted: Mon, 13th Jul 2015 10:30 Post subject: |
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Just like Next Gen Bloom a decade ago, CA will be prevalent for the first few years of this generation and then fade away into oblivion. 
1 and 2 are still amazing.
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Nui
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Location: in a place with fluffy towels
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Posted: Mon, 13th Jul 2015 10:47 Post subject: |
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russ80 wrote: | when used correctly it can provide a more realistic picture. |
This effect is even used in first person shooters. That isn't realistic in any sense of the word.
russ80 wrote: | Why? Simply because real life isn't perfect. |
Because real life isn't perfect, we should add errors that exist only with bad lenses? Errors we can avoid in said real life?
You are just trying to disagree with everyone else, right?
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Posted: Mon, 13th Jul 2015 11:29 Post subject: |
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No, I share his opinion here. Plenty of Cinema4D renderings that I did looked just too clean and sharp. Adding a bit of noise (especially in darker areas) and chromatic aberration can make a picture much more realistic. If you misuse ca to save on anti aliasing, well that is fucked. If used correctly I think it looks quite nice.
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sanchin
Posts: 763
Location: Poland
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Posted: Mon, 13th Jul 2015 11:51 Post subject: |
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Realistic as in a photo, not realistic as in a real life scene observed with a naked eye.
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Posted: Mon, 13th Jul 2015 13:00 Post subject: |
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Games aren't trying to be realistic viewpoints from the naked eye, even first person. They are trying to be movies. Hence why they ape all the artefacts of using cameras. Look at any interview with a developer. If it goes on longer than a soundbite, sure as shit the word "cinematic" will pop up.
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zibztrollingme
Posts: 1526
Location: RAR - Racist Against Russia. Apparently.
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Posted: Mon, 13th Jul 2015 13:04 Post subject: |
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DCB wrote: | Games aren't trying to be realistic viewpoints from the naked eye, even first person. They are trying to be movies. Hence why they ape all the artefacts of using cameras. Look at any interview with a developer. If it goes on longer than a soundbite, sure as shit the word "cinematic" will pop up. |
But only movies with shit cinematography have chromatic aberration...
Is this what gaming strives for, shit cinematography?
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Posted: Mon, 13th Jul 2015 14:07 Post subject: |
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russ80 wrote: | It can be disturbing when used in excess, but like with all other post-processing effects, when used correctly it can provide a more realistic picture. |
Yes, because we look at the word through our optical lenses, not through eyes. Truly, maximum realism.
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Posted: Mon, 13th Jul 2015 14:15 Post subject: |
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I always remove CA on all photos I import into Lightroom. Even though it's not as noticeable as in most games. CA is cancer. I wouldn't care if they continued using CA if developers at least bothered to add option to turn it off, like in Witcher 3.
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Posted: Mon, 13th Jul 2015 15:45 Post subject: |
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I've no problem with it. It's job is disguising far off textures that get smeared by distance antialising and filtering anyway. And as far as I'm concerned, it actually looks more natural than sharp distances that you get without it. It's definitely better than hdr that was used for same effect, that's for sure.
Maybe it's less realistic to a degree, but what we have now is still far away from photorealism, so I see no reason to prefer one thing over the other based on that.
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Posted: Mon, 13th Jul 2015 15:58 Post subject: |
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zibztrollingme wrote: | But only movies with shit cinematography have chromatic aberration...
Is this what gaming strives for, shit cinematography? |
Yes. Of course no doubt they'd say it is exaggerated for effect, but I don't doubt that quite a few think it is awesome. Like JJ Abrams and lens flares.
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Nui
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Posted: Mon, 13th Jul 2015 17:17 Post subject: |
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fawe4 wrote: | I've no problem with it. It's job is disguising far off textures that get smeared by distance antialising and filtering anyway. And as far as I'm concerned, it actually looks more natural than sharp distances that you get without it. It's definitely better than hdr that was used for same effect, that's for sure. | Wat? No, that is not what HDR stands for. In games it should help to emulate the behaviour of our eyes that try to adapt to high and low light situations. Ideally all your graphics information should have more than 8 bit per channel, f.e. 16 bit per channel, so that the sky is not just #ffffff (white), but actually can contain luminosity information per channel.
The game camera would then have parameters on how big the spectrum of luminosity it should be able to display and where the cut offs are (where black starts, where white ends, basically also defining the contrast o the image).
Some games added automatic bleeding of the overbright places, but none of this was ever done to hide sharpness in the distance(??).
Btw depth of field effects in active gameplay annoys me more than any other post processing effect. Use it in cutscenes, or wherever the camera is guided, but don't blur it while I am moving the camera and focusing on shit!
If we all had 3D head mounted glasses with inward facing cameras to detect the exact point that we are looking at on screen, to focus on that and blur the rest? Well then fine. In any other case, don't decide for me what is focused and what not! 
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