OP didn't live through the Brown period started, I'd wager, by Quake II. Brown is realistic, don't you know?
What a coincidence as I just watched this from one of my favourite youtubers:
TheYamiks - The Failure of Game Graphics (35:29)
Where he reflects on how the graphics of current games came to be technically and why they are so terrible as they are.
Damn, it's still weird seeing Yamiks outside of Elite content. It's like seeing your old teacher in a bowling alley.
I installed a Reshade on Oblivion Remastered after like an hour of playing.
Time of day. Common.
This. Every time I see a complaint about how reddish/orange the Remaster looks - the screenshot was taken at extreme sunset or sunrise. Literally some of the most reddish times of the day even in real life.
The sun is on the freaking horizon too. Great point.
Ironic, this comic (rightfully) disses bloom, which the original Oblivion used liberally.
That was my first thought. Is it 2008 again?
Bloom is used a lot subtly than it was in the 2000s. I think motion blur (and maybe depth of field) are the new bloom.
bloom was major between like 2005-2009ish maybe, coexisted right before the piss filter of the console generation.
currently tech wise, the current joke trend is blurry TAA caused by the switch to deferred rendering in order to get better lighting. TAA was a stop gap AA to replace older AA methods that are less compatible with deferred rendering. It's why things look like shit(blurry) ontop of performing like shit (lighting/shadows/raytracing) unless you have high end hardware to deblur as much of the blurriness as possible.
More like chromatic abberation, as both that and bloom was/is often used to hide graphical shortcomings.
I can't stand motion blur/depth of field. Does it take extra processing to blur stuff? Either way it looks awful. Horizon forbidden west is completely different with it on or off.
There's two kinds of motion blur, really - camera based, and model based. Camera-based requires calculating one motion vector for the whole screen, which is basically free. Model-based requires projecting the motion of each vertex of the model in the projected view; one matrix multiply per vector is not 'expensive' on a modern graphics card. Depth of field requires comparing the depth buffer, which you'll have already created as part of rendering, and then taking several 'taps' around each point on the screen to calculate the blur for the 'focus distance' compared to the actual distance. The final image post-processing will generally process the whole screen anyway, so you're just throwing a couple of extra steps in for the two effects.
Now, what does it save you? If your engine is using TAA (temporal anti-aliasing) then that's performed by 'twitching' the camera a tiny amount (less than a pixel) every frame. If nothing's moving, then you can merge the last several frames to get a really high-quality anti-alias; all the detail that wouldn't be caught with a 'completely static' camera will be captured, and the result looks great. But things do move; if you recalculate 'where things were' then you can get a reasonable idea of what colour ought to be at each pixel. Since we need to calculate all the movement vectors to do that, then using the same info gives us the motion blur data 'for free' - we can add a little blur in post-processing to hide the TAA mistakes in post processing, and when implemented well(*) then it looks pretty effective. It's certainly much, much cheaper to calculate that 'proper' antialiasing like MSAA.
(*) It is also quite easy to not implement TAA well, and earn the ire of gamers for turning everything into a blurry mess. Doom (2016) does a fantastic job of it - it's in the engine at a low level - and I've never seen anyone complain about that game being blurry or smeared.
It takes time to load high-quality textures and models from disk, and it uses up the RAM budget for each frame. Using lower-quality textures and models for distant objects greatly helps rendering speed and prevents stutter, and a bit of depth-of-field hides the low-quality rendering with a bit of a smear.
Now, if your graphics card greatly exceeds the design requirement (which was probably some kind of console) then you can switch these effects off and the game will look even better, which might make you question why they're there in the first place. To help consoles look better with some 'cinematic' effects, is why.
This is a bit dishonest. You can clearly see in the screenshot that the sun is low in the sky, thus the darker/somewhat washed out tones. When it's high in the sky, the color really isn't that much different than the original, albeit obviously not as vivid. Whether the vivid/bright color of the original Oblivion is better than the remaster or not is purely subjective; I happen to prefer the newer aesthetic a lot more.
I agree with you, the remaster looks really nice. I dont feel it's washed-out at all. The only thing that freaks me out a little is how every NPC's mouth is a little too wide for their face now. Just a little.
the un-fun-ed health bar is so real
The ghosting on the sword too
you can thank TAA for that
No, that's bad motion blur - TAA would leave a spacetime distortion behind the sword
there's no blur there. that type of ghosting is incredibly indicative of TAA.
I've seen some bad implementation of (camera-based) MB way back, I don't quite remember which game it was but the engine would just blend the current frame with previous ones and leave one or more afterimages.
I think it was Garry's Mod?
that effect is usually only used as like a "drunk" shader in games, it's not really motion blur so modern games aren't going to be using it for that. however that first person weapon model ghosting is one of the most prominent and complained about drawbacks of TAA specifically so I'm confident in saying that's what the artist had in mind there.
I like the ghosting on the blade edge, presumably from the fake frame generation, that they added in the right comic panel.
That's from chromatic aberration, the second most stupid idea since motion blurring everything to the maxx
I think it's supposed to be motion blur, chromatic aberrations show up as fringing of certain colours, it's because different wavelengths of light refract at different angles so it splits the colours
People have been trying to gaslight me that base game oblivion looks fantastic and with mods it can look amazing. I’ve modded the fuck out of it and it still looks like shit. The remaster looks decent though.
Nostalgia is one of the strongest biases humans have.
But it is a beautiful shit
The most polished of turds.
Tbh the reason to play Elder Scrolls games were it's flaws.
i wish those flaws didn't give me a headache, though. idk what it was about old oblivion but i remember getting frequent headaches from playing too much, when i could easily play any other game for 8h straight
The top right image is at sunrise or sunset, and if the game is going for natural illumination (rather than the so-called "Ambient lighting" which isn't at all realistic) low-light times will look pretty faded and somber because most light will be coming from indirect lighting so amongst other things the colors you will see are affected by the illumination being just light reflected by nearby objects which themselves have color and thus don't reflect the full light spectrum.
The top left image is with the sun high in the sky so most things are being illuminated by direct light. Further it looks like it's relying on the Ambient Lighting trick, which means shadows too will be better illuminated (and hence not realistic) because even though they're not hit by direct light, that ambient light makes everything look like it's getting light by a weaker light that is unaffected by shadows (and also projects no shadows) coming from all around. Oh, and it has the insane amount of bloom that the game originally had (IMHO, it looks better with it switched off) so everything looks extra bright and over-saturated.
Honestly, the bottom 2 images reminds me of having Minecraft shaders off vs on. Especially the 15fps later on lol
Nah man Minecraft with raytracing shaders is unironically some of the best visuals you can get. Definitely at the very least the best raytracing visuals out there (IMO)
Check out the SEUS PTGI shader + Stylista resource pack. It's not even that hard to run; I get 60fps @ 1440p with a 6700xt (stock clockspeed)
it's clearly not the same time of day.
reminds me of the study that says that cars are more colorful in times where the economic prospects are better
Makes sense if you're paying extra for the colour
Tbf that top right image looks modded to hell
No, it's not, looks stock to me
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