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Thread: HDR in games and real life

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  1. #1
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    Quote Originally Posted by Machinus View Post
    well it's not so mindless...in addition to making games 'lifelike' by giving them physical attributes like the eye would experience, there is also another trend which gamers enjoy very much which is MOVIE-LIKE effects. gamers sometimes want to feel like they are watching a movie, and as we all know movies are filmed with cameras and have these artifacts. so it's really some kind of combination of both eye and camera-effects, and it just depends on what the gamer thinks is fun.
    games often gets things completely wrong though cause the method is so horrible.

    Like depth of field. this completely fails in games, depth of field means objects in focus at certain depths in your field of view, this is how realize distance of objects in a direct path of our field of view, or depth. blurring parts of the screen is a downright ridiculous, and completely useless way to create this. It just doesnt work if not done right, CODMW1 absolutely pointless depth of field blurring. thats more of a focus blur than anything and our eyes do that already in FPSs naturally to the screen in our view. Crysis had this down slightly better but still needed work. with Crysis DOV you could actually judge objects distance from one another in a direct path easier but it still had over used and useless blur in places it shouldnt be.
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  2. #2
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    Quote Originally Posted by Decami View Post
    games often gets things completely wrong though cause the method is so horrible.

    Like depth of field. this completely fails in games, depth of field means objects in focus at certain depths in your field of view, this is how realize distance of objects in a direct path of our field of view, or depth. blurring parts of the screen is a downright ridiculous, and completely useless way to create this. It just doesnt work if not done right, CODMW1 absolutely pointless depth of field blurring. thats more of a focus blur than anything and our eyes do that already in FPSs naturally to the screen in our view. Crysis had this down slightly better but still needed work. with Crysis DOV you could actually judge objects distance from one another in a direct path easier but it still had over used and useless blur in places it shouldnt be.
    projecting a three-dimensional experience onto a 2D screen is going to have a lot of limitations no matter how you do it. there is no "right" way to do it anyway because game designers have a lot of different goals for how they want users to experience the game. a lot of the way that images are presented is going to come down to artistic preference or just technical choices. for example, depth of field, which you are talking about, is compensated for by the brain despite being a limitation of the lens of the eye. the question of what we are really "seeing," i.e. the brain's image or the eye's image, is complicated enough that game designers can get away with not really picking a side and following through on all the details. people started to deal with these issues when we first built cameras and videocameras - even today photos and films can be done in extremely "artistic" ways, but even the most scientific application of camera technology comes with limitations in displaying information. no matter what, you have to make choices about how you want to present the images because a 2D screen can never replicate the 3D experience that the eye and the brain create.

  3. #3
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    Quote Originally Posted by Machinus View Post
    projecting a three-dimensional experience onto a 2D screen is going to have a lot of limitations no matter how you do it. there is no "right" way to do it anyway because game designers have a lot of different goals for how they want users to experience the game. a lot of the way that images are presented is going to come down to artistic preference or just technical choices. for example, depth of field, which you are talking about, is compensated for by the brain despite being a limitation of the lens of the eye. the question of what we are really "seeing," i.e. the brain's image or the eye's image, is complicated enough that game designers can get away with not really picking a side and following through on all the details. people started to deal with these issues when we first built cameras and videocameras - even today photos and films can be done in extremely "artistic" ways, but even the most scientific application of camera technology comes with limitations in displaying information. no matter what, you have to make choices about how you want to present the images because a 2D screen can never replicate the 3D experience that the eye and the brain create.
    Im not talking photo realistic here, some games butcher this effect, and other effects as well, has nothing to do with creating what i see in real life, if that ever even happens its light years away. I pretty much understand your entire post, no need for the drawn out explanation. I am simply saying developers add and create effects in games, and it seems that the effect they are adding they completely dont understand. Like they did no studying or gathering information of what they are actually trying to create.

    what im talking about has nothing to do with limitations or technical reasons. Its just pure mistake.
    Last edited by Decami; 12-11-2009 at 07:57 PM.
    This post above was delayed 90 times by Nvidia. Cause that's their thing, thats what they do.
    This Announcement of the delayed post above has been brought to you by Nvidia Inc.

    RIGGY
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    GPU: NVIDIA GTX260 EVGA SSC (X2 in SLI) both 652/1403
    PS:Corsair 650TX
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    --Cooling--
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