I want fidelity, crisp frames, with a cool art style, not some jank and blurry attempt at "realism". Ban TAA, ban ML upscaling, ban frame generation. Ban AAA.
(All the best games are indie games)
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A collection of some classic Lemmy memes for your enjoyment
I want fidelity, crisp frames, with a cool art style, not some jank and blurry attempt at "realism". Ban TAA, ban ML upscaling, ban frame generation. Ban AAA.
(All the best games are indie games)
Why the hate against TAA?
TAA can be fine when implemented well. Temporal information can be very useful for adding more detail over multiple frames that couldn't be obtained without doing more samples every frame.
However, when done poorly it makes things blurry as you move the camera. The information needs to be correctly adjusted for camera movements or it smears all over the screen. It's also made worse with things like rain drop effects and things like that.
TAA is useful. It's just too many games just enable it and it without knowing how to use it well and it just degrades the image.
Do you have an example of a game using TAA correctly? Because so far, all the games I've played with TAA on are blurry.
Not necessarily, no. I watched this interview with one of the Squad devs recently, and he did a really good explanation of it though, if you want to hear it.
It'll never be perfect, but it can help, especially in slower paced games, or games where most of what you see is very far away (so it moves slowly on screen).
It's completely shit, it's like covering your monitor in vaseline. All games with deferred rendering should use SMAA.
Just don't understand people looking at screenshots and gameplay videos and commenting on how the shadows on some background detail look slightly better with the FSSMGXTR scaling setting turned to BBXT5 instead of HAMndX3.
I remember people discussing hardware and one of the best advice comments I've ever seen was:
"Turn off that little FPS counter and just enjoy the damn game."
People get so wrapped up in the hardware hobby they forget why they care in the first place, which would be fine if it wasn't just fuelled by hardware marketing to make everyone else feel like they're "missing out."
And then they complain that their framerate is too low, causing flickering or lag apparently but it causes blurring instead which they do with motion blur effect already. 🤪
It's the same mindset as people who overclock or tune their cars
All of this is lost on me. Out of ancient habit, I keep my video streams throttled to 360p to 'save bandwidth' even though that hasn't been a necessity for me for a decade or so.
1080p60fps gives me motion sickness. I have no idea what 4k120fps would do to me, not that I have a capable monitor.
I've yet to actually play it, shame on me, but A Blind Legend took an interesting approach to being graphicsless!
Interesting! Added to my wishlist.
Does ASCII art count? Dwarf Fortress, MUDs, etc. are great fun.
If we consider a game as a cake, I think of the graphics as its frostings. Sure, it could make the game look very good, but won't do shit if the base of the cake is crap.
i'd consider realistic graphics as fondant, sure you can create amazing visuals with it... but that thing is barely edible. give me some buttercream (stylised graphics) instead
One of the things I liked about Blizzard was that they never tried to use fondant. It was all buttercream...
Until Activision made them start mixing fiberglass into the frosting to cut costs
As Alton Brown said, "Cake is only the delivery system for frosting."
The frosting might give my system constipation though.
Are dcss tiles banned? I don’t want to play it ascii
Yeah, I think it's interesting to play it in ASCII. It makes you actually read the text logs and use your imagination, which feels more like a book. But it also makes it harder to actually know what's going on, so I really don't know about it being more fun...
funnily enough I always found the tiles to be harder to read. For me ASCII is clearer on what the enemy is and how dangerous it is. Always been a huge ASCII fan so maybe that colors my opinion.
Yeah, maybe I would need to get used to ASCII more, too. I just find it particularly tricky in crowded fights to know which monster is where. Like, I can work it out with a bit of time, but I can't just look at it once and see immediately that the C
next to me is a cyclops, which I should be getting away from ASAP. I guess, you'd probably memorize letters/colors like that sooner rather than later, when actually playing with ASCII, though...
Is this a crosspost from https://lemmy.world/post/29709088 ?
No, Florkofcows is just a popular artist.
Obviously these things are not mutually exclusive. Be a REAL gamer and demand both quality in gameplay and narrative, WITH excellent graphics. You don't have to settle for less.
Abandon widespread* texture use, return to polygons+vertex colors+in-engine cutscenes (and similar data-saving techniques like soundfonts).
my examples (2D: created with Godot, 3D: created with Blender)
spoiler Animated eye
This was using a feature that likely isn't viable (for common use) due to performance.
:::
And for something not-by-me, see Spyro's vertex color skyboxes.
* general normal maps are ok, but I didn't have much luck beyond using generated noise for metal. I even tried some stuff with watercolor, maybe with better shaders it could work but untextured is easier.
Or another example, any material you can just apply without alteration (for instance, make something look like wood) is alright too. Maybe UV mapping is not too bad, but extra per-model work is not ideal.
I love Spyro to bits but that game/camera style makes me motion sick something fierce. Can we get a compromise?
Look at how some of my examples are 2D, motion style is not really core to my point. Many variants of fixed-camera, top-down, sidescroller, even static/semi-static art are possible.
I mean I guess if you make a cool skybox like that you'll want players to be able to look at it somewhat freely. Is it specific to flying/camera speed or any 3rd-person game? 1st-person? Can settings help, or is this something that would not work with faster-paced games?
I do see that less motion seems to help, one person said higher FOV+big display with distance (among other non-digital things)... though I don't think I've ever had motion sickness from a game (though I think I do have some issue related to inner ear) so I can't be sure.
I know personally if I'm able to make anything, it'll probably be on the smoother/simpler side. For example, I made a simple character controller and adding view bob never entered my mind. Probably no filters either.