▲ 144 ▼ What’s the point of motion blur in modern games? It’s the one setting I seem to have to turn off manually in far too many games. What other settings to you change in most games? (piefed.social) submitted 10 months ago by cloudless@piefed.social to c/askgaming@piefed.social 83 comments fedilink hide all child comments
[–] Alexstarfire@lemmy.world 1 point 10 months ago (4 children) Depth of field prevents assets from loading unnecessarily. permalink fedilink source parent hideshow 4 child comments replies: [–] Kolanaki@pawb.social -1 points 10 months ago* (3 children) Depth of Field is the blurring effect to draw focus onto an object. Like when you ADS and everything except the area around the gun in your hand becomes blurred. The assets are already visible and loaded, and the effect is a shader. You might be thinking LOD distance or FOV. permalink fedilink source parent hideshow 3 child comments replies: [–] xep@discuss.online 1 point 10 months ago It can be used to disguise low LODs too. permalink fedilink source parent [–] Alexstarfire@lemmy.world 1 point 10 months ago* (1 child) I might be thinking of LOD. Though, it also could have just been something like draw distance. Not like games are 100% consistent. permalink fedilink source parent hideshow 1 child comment replies: [–] ProdigalFrog@slrpnk.net 1 point 10 months ago Draw distance usually effects whether something is rendered in the distance at all. LOD (level of detail) allows for higher detailed models (higher textured, more polygons) to be swapped with lower detailed versions of the same model as their distance increases. Adjusting an LOD slider would usually determine how far a model can get before it starts progressively swapping to the lower detail ones. permalink fedilink source parent
[–] Kolanaki@pawb.social -1 points 10 months ago* (3 children) Depth of Field is the blurring effect to draw focus onto an object. Like when you ADS and everything except the area around the gun in your hand becomes blurred. The assets are already visible and loaded, and the effect is a shader. You might be thinking LOD distance or FOV. permalink fedilink source parent hideshow 3 child comments replies: [–] xep@discuss.online 1 point 10 months ago It can be used to disguise low LODs too. permalink fedilink source parent [–] Alexstarfire@lemmy.world 1 point 10 months ago* (1 child) I might be thinking of LOD. Though, it also could have just been something like draw distance. Not like games are 100% consistent. permalink fedilink source parent hideshow 1 child comment replies: [–] ProdigalFrog@slrpnk.net 1 point 10 months ago Draw distance usually effects whether something is rendered in the distance at all. LOD (level of detail) allows for higher detailed models (higher textured, more polygons) to be swapped with lower detailed versions of the same model as their distance increases. Adjusting an LOD slider would usually determine how far a model can get before it starts progressively swapping to the lower detail ones. permalink fedilink source parent
[–] xep@discuss.online 1 point 10 months ago It can be used to disguise low LODs too. permalink fedilink source parent
[–] Alexstarfire@lemmy.world 1 point 10 months ago* (1 child) I might be thinking of LOD. Though, it also could have just been something like draw distance. Not like games are 100% consistent. permalink fedilink source parent hideshow 1 child comment replies: [–] ProdigalFrog@slrpnk.net 1 point 10 months ago Draw distance usually effects whether something is rendered in the distance at all. LOD (level of detail) allows for higher detailed models (higher textured, more polygons) to be swapped with lower detailed versions of the same model as their distance increases. Adjusting an LOD slider would usually determine how far a model can get before it starts progressively swapping to the lower detail ones. permalink fedilink source parent
[–] ProdigalFrog@slrpnk.net 1 point 10 months ago Draw distance usually effects whether something is rendered in the distance at all. LOD (level of detail) allows for higher detailed models (higher textured, more polygons) to be swapped with lower detailed versions of the same model as their distance increases. Adjusting an LOD slider would usually determine how far a model can get before it starts progressively swapping to the lower detail ones. permalink fedilink source parent