Agreed. Motion blur, chromatic aberration, film grain, and other variants on the theme I just don’t like.
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God fucking damn do i hate bloom stop putting bloom dialed up to a million in your game i want to SEE the fucking GAME not the SUN
I love bloom. Put bloom in more games. I want my game world to glow.
Just put the grease on your own eyeballs and sit really close.
I've already got astigmatism I don't need any more halos on lights when my eyes do it automatically :D
Screen shake gets turned off. If there's a setting for flashing or strobe that gets turned off as well.
I always turn subtitles on. I've played a handful of games with spatial audio, where NPCs are doing the walk and talk thing, sometimes being far enough away I can't hear. Subtitles make sure I don't miss the silly filler dialogue.
Also always invert the camera vertically. Early on, my brother explained how GoldenEye or Pilotwings or something, up looks down and down looks up. Now I'm married to that idea years later. Mainly in first person. I forget which way is natural in 3rd person, so I just invert for consistency there.
I invert y-axis in first person, but in third person with a joystick i invert x-axis too. The way that makes sense to me is the joystick controls the orbit of the camera. I know this is insane, but like you, I'm also married to the idea. I think maybe it depends on if it's a shooter or an arpg like kingdom hearts where one joystick moves the character and the other joystick moves the camera.
I've heard it explained with the joystick controlling the head of the character.
Imagine a joystick sticking out of the back of their head. That's your controller joystick.
Some people apparently prefer it for low frame rates
I've never understood it myself
It can help "smooth" terrible FPS to perceive less shittiness, but you're already in a pretty unideal situation if you need to use it that way.
I grew up on 30fps, and my monitor only does 60Hz, I’m perfectly fine in that range given that I don’t play finger twitch frame perfect FPS games.
It makes it more "cinematic."
Literally the only reason for it to exist I ever heard from game designers.
As far as I am concerned, it does not need to exist; your eyes and brain will create motion blur even without the game itself making it blurry when you move.
I also hate depth of field (again, brain will do this automatically it doesn't need to be simulated), film grain, chromatic aberration (unless I am a robot or literally using a camera), and vignetting (seriously, why does everything have to have a vignette? It only makes sense in a 1st person game where there is something on my face, but they throw this shit onto everything. RDR2 can't even turn it off so thr corners of the screen are basicslly just black the whole time and it looks ugly).
In the case of RDR2 it seems like that's almost certainly a reference to the old-timey film cameras contemporary to the setting. They frequently featured a prominent vignette effect.
Whether a video game camera should ape the limitations of an optical camera in order to produce a "cinematic" effect is an open debate, but, in this particular example, I can see and support the artistic intention behind incorporating the effect.
Whether the intention or effect was crucial enough to make the vignette mandatory is another debate entirely.
Depth of field prevents assets from loading unnecessarily.
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.
I might be thinking of LOD. Though, it also could have just been something like draw distance. Not like games are 100% consistent.
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.
Yup, motion blur goes off, bloom gets cranked way, way down (a tiny bit I'm ok with), chromatic aberration, film grain, or basically any filter meant to imitate the effects of older camera technology gets shit-canned. FoV usually needs to get cranked up, music volume is pushed down to 50% or lower. After that it's usually a dance of getting mouse/controller sensitivity adjusted and min-maxing the graphics settings a bit to have good graphics and ok framerates. Then there is the final key-bindings adjustments, though those often take a while of gameplay to sort out.
Anisotropic filtering to 16x. It will generally improve your FPS, modern gpu drivers optimize the fuck out of it and it generally works faster than normal texture lookups while also looking better. On one of my old laptops (its from 2016) the FPS in my program would double when aniso was turned up because the slow ram access times from the iGPU would fuck the performance
In first-person games, FOV 100°. Much less than this and it feels impossible to see what's going on, like I'm looking through binoculars.
For VR games, I always have to turn off the "comfort settings" (vignette, snap turn, etc). They're super jarring, and make me feel sick almost immediately.
Almost every game I play has the master audio decreased to 50% or even less, some times even to 20%.
Dunno if it's a difference between over ear headphones vs external speakers or what, but the audio is almost always too loud.
or volume
There is a special place in hell for the devs that force you to sit through some shit before being able to adjust volume... I always have to dart towards my speakers before my eardums implode...
You might need to turn your system volume down so that an application at full volume isn't deafening.
So, you leave the various other volumes at levels that typically make any volume of a new app too loud...? That seems like a pretty simple solution. Adjust your main volume down, done.
Mouse acceleration off, mouse sensitivity all the way down, mouse smoothing off, raw mouse input on, dlss off, resolution scale 100%+, anti aliasing off, invert mouse y-axis on.
Why turn aa off?
It makes everything blurry
That usually depends on the specific type of AA.
FXAA (Fast Approximate) is known for looking like vaseline smeared on the screen (used because it doesn't give much performance hit), but other types are usually effective at removing aliasing on sharp corners without adding a blurring effect.
SSAA (Super Sampling) applies to the entire screen, and in a way is sort've rendering the whole game at a higher resolution and scaling it down to your monitor resolution. Downside is that can bring performance down too much if you're hardware isn't up for it.
MSAA (Multi Sampling) focuses just on the edges of things, where it's most likely that the jaggy aliased pixels would be most noticeable. This is much easier for your computer to do, since it's not doing the entire screen.
Of those, only FXAA should be blurry. However, there are now Temporal AA, Like DLSS, or DLAA. These can introduce a motion-blur effect during movement.
Lastly, FSR upscales a lower resolution to a higher one, which can make things blurry if the base image is too low of a resolution and lacks enough information to guess how to upscale it.
It depends on which method of AA to large varying degrees, But they all blur, as is literally their function. For whatever reason, at 1440p, my eyes and brain overwhelmingly recognize shapes and depth better and way faster with no AA. To me, applying DLAA is like another layer of filter over what I'm seeing. My goal is to have a level of pixel density per degree of field of vision where pixels or jaggies are indiscernible at any level - and then I'll enable AA as a kind of ultra fine dither. I know that sounds directly contradicting, but it makeS sense to me.
Edit: it's important to remember that this is a game and not a still photograph. If the game is less a game and more an interactive film, then maybe I'll leave aa on. But generally I like to play games when I want to play games, and watch stuff when I want to watch stuff. Good questions to ask yourself when playing a "game" is: "Is this actually a game? Does it have a fail-state? What is the fail-state?" A lot of "games" these days are barely or not even games, and even within the game category, there's a lot of what I'm now calling Darkslop, which is garbage games filled with dark patterns by the devs. Most "live service" "games" are Darkslop
I still use a 1080p monitor myself, so I'm almost certainly benefiting from AA more than your 1440p or someone else with 4k, so I can see why you would prefer it off since it's not quite as needed anyway. I imagine at 4k on a smaller-ish screen AA may not be needed at all.
But generally I like to play games when I want to play games
As I've begin to try out older consoles for the first time that only output 480p (like the Wii), the aliasing on a modern TV can sometimes be distracting enough to detract from the experience, something an old CRT with its natural anti-aliasing probably would've been less noticeable.
I agree that raw resolution is king, but for those of us with lower resolution hardware, I don't feel like anti-aliasing makes a game less of a game, personally.
I think you may have misunderstood my intent of discussing "no true games". It's not that AA makes a game less of a game, that's a wild take.... But that when I'm playing a game where I need any sort of reaction speed or, especially framerate, AA is not only resource hungry (ESPECIALLY on older games/hardware) that leads to less fps, but that it also decreases visual intelligibility of a game when in motion by having it never be crisp and perfect. Whereas slow or non moving game cameras look more "photoreal" which is not a quality that benefits the playing of a game, and is generally strongly associated with selling people on looks and visual fidelity over fun game-content.
Rereading it again, I absolutely did misread you there, and conflated what you were saying about mostly cinematic games to AA in general, my bad!
I guess for me I don't really worry about maximizing performance or raw FPS in a game unless it's an online competitive shooter with team mates who would get annoyed at me if low performance was making me a hindrance.
For older games, I usually crank up the graphics options since my more modern hardware can easily max it out, and most single player games I play don't seem to require the best possible frame rates to play well, so I prefer the smoother edges as long as I can keep it above 60fps :p
Depends on the game. Is it a game where I’m there for the scenery? Crank it all up. I want to see the world they created.
Is it a competitive game? I change everything for best balance of FPS and opponent visibility without making it too ugly. Motion blur, camera shake, film grain, music, cam animations like a roll after jumping from a height, all that unneeded stuff is immediately gone. I spend a couple days digging through recommended configs online to find the right changes that suit me.
Motion blur always off, no exceptions.
Vsync always off, no exceptions.
I'm really curious why you would turn vsync off. I know in competitive gaming it can possibly be a detriment, but aside from a very tiny amount of delay what is the downside?
I'm on a CRT screen for reducing delay, too, so yeah. I render at least 2x fps than my screen refresh rate so I never visually perceive any tearing anyway.
It's not tiny, you just don't know the difference if you're used to a flat panel display. If I play on a friends' PC I am constantly aware of the difference, but it is definitely something your brain eventually just adjusts to and you stop perceiving the lag.
In my experience it causes a very large amount of delay in almost every game I have used it on. Even in a casual gaming setting it can make playing feel a lot worse.
I guess I might just not be as sensitive to lag. Though I Also don't play a ton of games that would be highly sensitive to issues with lag. Maybe I'll try turning it off on some things and see if I notice a lag difference. Thanks for the response.
V-Sync always on here. Can't stand the screen tearing.
High quality motion blur actually looks quite decent. Almost no game has that tho
I prefer FOV around 105-110 instead of the common default of 90. And I'm with you on motion blur, what a useless feature.
Motion blur adds a touch of realism to images as it mimics how a camera sensor captures motion according to its shutter speed. It also helps imitating how human eyes work, try to wave your hand in front of your face and you'll see something very similar to motion blur.
Motion blur adds a touch of realism to images as it mimics how a camera sensor captures motion according to its shutter speed.
Yeah but this is only realistic and appropriate in specific situations, for example motion blur would be appropriate in a racing game.
In something like a first person shooter, blurring the whole screen as you turn/pivot looks ridiculously bad and is incredibly immersion breaking. Your eyes don't do that at all, your brain just cuts out your perception as you move the focus of your attention.
My human eyes create motion blur just by objects moving on the screen, there is no need for additional blur.
I don't see how it adds realism.
Nothing’s moving on the screen. You’re reconstructing movement from a series of still images.
Motion blur—when it’s implemented with understanding of why it works—provides additional information about speed and direction of movement in a way that your brain is naturally apt to deal with.
Without motion blur, you need at least two frames to figure out direction of movement. With it, you’ll have enough information to start priming response in one frame. And consistent pattern of priming actions and successfully executing them translates into a physically satisfying experience.
I also dislike motion blur and turn it off because it gives me a headache, but let's not pretend that motion blur doesn't do anything at all, because it does.
Motion blur happens in real life when an object moves quickly through our field of view and the image smears on our retina. But the effect is different depending on speed and distance; a car whizzing right past you appears blurred, but watching that same car at the same speed when you are standing 200 meters away is not blurred, because the car occupies less of your field of view and so moves relatively slower across it - slow enough to not blur.
To get one thing out of the way, old LCD monitors especially (but even some newer monitors) can intrinsically suffer from what looks like motion blur, which is when the monitor can't update quick enough and moving objects leave a kind of ghosting or smearing effect behind them. High quality screens however will have very little noticeable intrinsic blurring.
Assuming a decent screen then, motion doesn't intrinsically blur - not always. Sufficiently quick events will indeed still look blurred due to natural human eyeball motion blur, but lots of things that would blur in real life might not. The car whizzing right past you won't necessarily appear blurred at all, because what in the game represents to your player character a very close and fast movement is on screen perhaps relatively much slower and further away from the perspective of the human sat at the desk looking at it on a monitor, and so doesn't read as blurred to our eyes in the same way.
So, motion blur in games is an attempt to take movements that would look blurry in real life, and apply artificial blur to make them blurry on the screen.
I don't personally like in-game motion blur, and even if it didn't give me a headache I'd still turn it off for stylistic preference reasons, but it is a real thing, and does try to achieve something specific.
Maybe if you're trying to capture still images from a video stream?


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