/vb/ - /b/ but with video games

Just like 4chan's /v/ :^)

Index Catalog Archive Bottom Refresh
Options
Subject
Message

Max message length: 12000

files

Max file size: 32.00 MB

Total max file size: 50.00 MB

Max files: 5

Supported file types: GIF, JPG, PNG, WebM, OGG, and more

E-mail
Password

(used to delete files and posts)

Misc

Remember to follow the Rules

The backup domains are located at 8chan.se and 8chan.cc. TOR access can be found here, or you can access the TOR portal from the clearnet at Redchannit 3.0.

Uncommon Time Winter Stream

Interboard /christmas/ Event has Begun!
Come celebrate Christmas with us here


8chan.moe is a hobby project with no affiliation whatsoever to the administration of any other "8chan" site, past or present.

Reminder that 8chan.se exists, and feel free to check out our friends at: Animanga ES, Traditional Games, Comics,, Anime and Video Games

(298.13 KB 1902x1127 1713184353496548.jpg)

Anonymous 04/15/2024 (Mon) 13:30:22 No. 1463
Why are modern developers like this?
>>1463 Its the distance fog you dingus. go outside for once
>>1465 Atmospheric scattering IRL is nowhere near as pronounced as distance fog in modern games.
>>1466 No, but it gets ramped up because it's a "believable" way to improve performance that the average mouth breathing retard won't immediately notice.
>>1469 You're still rendering the objects, you're just dumping a bunch of fog in front of them to make the scene look washed out.
>>1470 Could just be a cheap attempt at making a world look "moody" or "atmospheric," then, in lieu of actual art and world design.
Really following the "Just like 4chan's /v/ :^)" subheader with this thread OP Personally I dislike TAA far more than anything else in modern gaming graphics, god it's so ugly in 1080.
foggy background make things look more beautiful, give a sense a scale and vastness, and more importantly give a reason to explore and see the world rather than put everything infront like a flat image. Its a stylistic choice too
>>1488 It could do that in an alternate reality where 90% of devs aren't retards. By the way, nice digits, Hitler.
>>1470 Maybe it loads the object at a low poly count or >>1474 Maybe its just devs being lazy fucks.
>>1493 >Maybe its just devs being lazy fucks. I mean, yeah, that's basically Occam's Razor with game design
(149.94 KB 1360x768 fogout.jpg)

(185.14 KB 1360x768 fogout2.webp)

This is especially annoying when they do it indoors.
>>1465 I think you need glasses anon
>>1465 drink bleach and shoot yourself in the mouth, you dumb fucking sack of shit
Modern devs only know their big cities' smog
>>1466 >pics taken on very clear days, with polarization filter and post processing >vs simulated misty waterfall during downpour go outside >>1476 >I dislike TAA far more than anything else in modern gaming graphics Absolute patrician taste detected
>>1519 >pictures taken on exceptionally foggy days Go outside and jump under a moving truck while you're at it
(41.43 KB 504x478 smug mobster cat.jpg)

>>1789 Buttmad detected. Take a hike, seat-warmer.
>>1519 >>1813 Am I going to have to take a photo myself? Reality doesn't look like a blurry foggy mess even 7th Gen games with all their post processing cancer didn't have issues with lighting and visibility.
>>1820 Yeah, that will be good. On main topic, its a stylistic choice. Distance fog gives the appearance things are far and bigger. Give a sense of more distant and far away than rendered on a flat screen. Its not because devs are lazy like you, its because devs have a simple trick they use and it works. I don't mind it, I don't want games to be realistic
>>1826 >Distance fog >Interiors Anon I...
>>1829 yes mark, even in interiors. It can be a stylistic choice that can show interiors as large and dusty, and yes it can definitely have good or bad implementation based on designers. When you grow up to be 14 you'll realise "realism" isn't always good
>>1839 Why do you call everybody Mark, what's with that?
>>1519 >>1476 Yeah speaking of actually bad things, why is motion blur still in games? I have never seen a good implemention of motion blur which doesn't just blur clarity in a rubberband motion in fps. Only good implementation is in racing games, that too subtle blur to get the sense of speed right
>>1843 > I have never seen a good implemention of motion blur 2000s racing games like Need for Speed and Burnout are the only good implementation
>>1843 It makes recording gameplay awful, too. The bitrate goes to absolute shit because video codecs weren't designed for intentional aberrations like that.
>>1841 He's talking about Mark Kern, the guy running 8ch moe.
Reminds me of The Division 2 that launched on the PS5 with a bug that disabled the omnipresent grey haze from the game and while the Digital Foundry guys kept lamenting its absence all I could think was how much better it looked without it. The missing reflections did suck however.
>>2801 Anon these are the same guys that make fun of people for not liking TAA.
I prefer the Xbox Series X haze versions, they look more photographic.
>>2810 Your fucking eyes are gay and retarded and you've never seen a photo in your whole life.
>>2088 wrong mark, the guy running 8ch moe is mark karpeles
>>1463 >Yikes shitlord <Don't you see the hard working developers are doing their best?
It hides worse detail on distant objects.
>>1841 Shut up Mark.
>>1463 So they can eliminate generation of distant terrain without losing as much immersion >>1488 Bullshit. If you want to make me feel like the game's world is large, maker a large game world. Making me drink the beer with a tablespoon won't make me enjoy it more.


Forms
Delete
Report
Quick Reply