Reality Check - More PC GFX Explained! SSAO, Texture Filtering, Depth Of Field, and More!
Cam continues his quest to learn and understand ALL of the PC graphics terms. On the menu this week, ambient occlusion, anisotropic filtering, field of view, and depth of field.
I'd like a 3rd part. Post Processing is another thing to do with lighting like ambient occlusion isn't it? just an older version of it. PhysX is Nvidia's extra little thing that almost no games use =P
Other than quantum computing, I think tachyon technology may offer new possibilities in building new computers, using faster than light particles instead of electrons. Messages can be sent before people actually type them, heads may be shoot before any mouse clicks.
Maybe you could cover the AMD Mantle API. There is talk that it is much better than DirectX (at least the current version 11), and may allow games to run as effectively on PCs as on consoles. I am often confused why PC graphics card have higher specs but seem to perform less effectively than their counterparts on the console.
What's up with the DirectX options in game settings? What difference does it make when I choose 11 over 9? And why do I rarely see an option for DirectX 10?
"Thanks GS" I was in a discussion with another professional and I couldn't remember the AO term to save my life.
The jist of the conversation was to my eyes XBone over uses this feature to the point of making small dark shadows where there shouldn't be. That it's very obvious in multi platform games.
Depth of Field drives me NUTS. The idea makes some sense but to pull it off right you need to focus what I'm looking at and blur what I'm not. There's nothing telling the computer what I'm looking at, though, so it has to guess - and when it guesses wrong it's an annoyance, not a bonus. It can be used well if you want to force the player's attention on something (which is what your Shield videos were doing) or if the player is looking through a gun scope but most of the time? Yuck. Turn it off.
P.S. You actually only see color in a circle at the center of your vision, too. Nobody is trying to emulate that.
Field of View is another tricky one. You can see more if you pump up the field of view. However, it also causes a fish-eye effect. You can see it in the video as the camera turns. Things directly ahead seem to move in closer at they move to the sides of the screen. If you have a night scene with the moon up in the corner of the screen, it will look like a weird egg in the sky instead of a circle with high FoV. I keep that setting turned down unless I'm playing a game where I need to see out my ears.
PART 3! PART 3! PART 3!
Also I don't know if it's included in the topic, but can you talk about what "baking" mean in computer graphics, and the difference between Pixel and Voxel in game engine? Thank you! :D
Part 3 please Cam, but no more of that ugly ugly controller. One graphics options I have but I cannot make sense of is "Maximum pre-rendered frames" valued between 1 and 4. What does this do?
awesome show...For me especialy, since i'm migrating from console to PC gaming, sometimes things gets really annyoing when i try to learn about all those particular features in the game and how i can manage then to make the game run smoothly
Bring on part 3 please Cam. I always watch Reality Check, and this series has been intriguing! I'm learning alot!
I'd be grateful for a part 3. Also can you do an episode on the possibility of real VR at some point, like putting your mind into a game whilst you're body is in a sleep-like state, as oppose to wearing a screen etc?
Hey cam I know most (if not all) PC gamers will know this already but just as a suggestion you could also mention the effect of having a more powerfull CPU and increasing the amount of RAM has on gaming.
I wonder if brain-dead console owners would now complain Gamespot to be under Nvidia/AMD/Intel payroll. :P
I'm not even a PC gamer and I want a part 3.
I feel kind of bad knowing the many hours that have been spent inventing and fine tuning all these visual tricks only to have me game without consciously taking notice 95% of the time.
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@Zloth2 totally agree, I never turn DoF on.
I agree on depth of field. It works well with pictures and movies because it can be used to direct the viewer's attention towards a certain part of the frame, but in games I feel it's rather questionable. It seems to be one of those effects that is used for eye candy rather than to actually improve the graphics.
It just plain doesn't work with 3D, either. I saw the Lego movie in 3D, and it was full of FOV effects. I understand that the movie was made for 2D as well and they probably weren't going to remove it just for the 3D version, but it was striking how much it ruined the 3D effect and made my eyes strain as I kept trying to focus on blurry background objects. FOV has no place in 3D material.
@harlequin01 Especially with further video demonstrations, those are extremely helpful in his descriptions
@crypt135 Part 3? Cover 3D maybe? Depth, convergence, crosstalk - preach it! ;)