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GTA V Mod Aiming Show More Photorealistic Graphics
Modder Toddyftw is currently working on a mod for GTA V (most probably an ENBSeries/Reshade mod) and shared some images from it.
Toddyftw claimed that he’s aiming to make GTA V look as photorealistic as possible, and some of the following images do blend the line between reality and video-games.
Have a peek ...
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Haftarun8
Member
Posts: 26
Joined: 2013-08-07
Member
Posts: 26
Joined: 2013-08-07
#5144215 Posted on: 08/19/2015 03:13 PM
I agree that poorly implemented DoF detracts from the overall image, but PROPERLY done can really enhance the experience. The problem is, games rarely, if ever, do it properly. Yes your eyes can only see a limited depth of field in focus, the rest gradually blurs in BOTH DIRECTIONS, behind your focus distance AND in front of it. The front blurring is always ignored or miscalculated. Furthermore, if the player/character/camera is looking out to the distance, you should be able to see the horizon line very clearly, NOT blurry (unless the character needs glasses or something). Your eyes automatically focus far, and as that focus distance goes closer to infinite, your actual "depth" of field increases to where a larger area relative to yoru focus point remains in focus. It is ONLY when you're focusing on something very close that the depth of field squeezes in tight to where more beyond the focus point gets blurry. When that happens, even tho you're focusing on something close, any objects closer still are ALSO blurry (which games often ignore).
Now how do you make this work for the player? It's easy with VR like the Oculus Rift, where internal cameras can track your eye movement and in realtime extrapolate your focus point in terms of z-depth in the scene, but for good ole 2D FPS games, it's usually determined by what the center crosshairs are touching. Whatever that is at any point in time is what you're focusing on, and DoF depth should adjust realtime accordingly. Most of the time it should be almost non-existent except for the close butt of the gun or character's arm in your extreme near-field vision, while the area from 2 feet in front of you out to infinite should be perfectly clear. Only in cases where you're up against a wall and focusing two feet or less in front of you should the DoF squeeze in and blur the background significantly (as well as more of the foreground).
Games that do this correctly or can be modded to do this correctly:
Crysis (yep, waaaaaaaaaaay ahead of its time)
Crysis 2, 3
Skyrim (only if modded correctly, most dynamic DoF mods get it wrong)
That's about it...anyone find a game that correctly does it as I've described? I want to give those devs a medal.
I agree that poorly implemented DoF detracts from the overall image, but PROPERLY done can really enhance the experience. The problem is, games rarely, if ever, do it properly. Yes your eyes can only see a limited depth of field in focus, the rest gradually blurs in BOTH DIRECTIONS, behind your focus distance AND in front of it. The front blurring is always ignored or miscalculated. Furthermore, if the player/character/camera is looking out to the distance, you should be able to see the horizon line very clearly, NOT blurry (unless the character needs glasses or something). Your eyes automatically focus far, and as that focus distance goes closer to infinite, your actual "depth" of field increases to where a larger area relative to yoru focus point remains in focus. It is ONLY when you're focusing on something very close that the depth of field squeezes in tight to where more beyond the focus point gets blurry. When that happens, even tho you're focusing on something close, any objects closer still are ALSO blurry (which games often ignore).
Now how do you make this work for the player? It's easy with VR like the Oculus Rift, where internal cameras can track your eye movement and in realtime extrapolate your focus point in terms of z-depth in the scene, but for good ole 2D FPS games, it's usually determined by what the center crosshairs are touching. Whatever that is at any point in time is what you're focusing on, and DoF depth should adjust realtime accordingly. Most of the time it should be almost non-existent except for the close butt of the gun or character's arm in your extreme near-field vision, while the area from 2 feet in front of you out to infinite should be perfectly clear. Only in cases where you're up against a wall and focusing two feet or less in front of you should the DoF squeeze in and blur the background significantly (as well as more of the foreground).
Games that do this correctly or can be modded to do this correctly:
Crysis (yep, waaaaaaaaaaay ahead of its time)
Crysis 2, 3
Skyrim (only if modded correctly, most dynamic DoF mods get it wrong)
That's about it...anyone find a game that correctly does it as I've described? I want to give those devs a medal.
Haftarun8
Member
Posts: 26
Joined: 2013-08-07
Member
Posts: 26
Joined: 2013-08-07
#5144216 Posted on: 08/19/2015 03:17 PM
If you don't trust what I said or don't understand my wording, read this:
http://www.cambridgeincolour.com/tutorials/depth-of-field.htm
Wake me up when game devs study stuff like this and actually correctly implement it.
Also, a GREAT visual representation of what I'm trying to say here can be found here http://dofsimulator.net/en/
Play with the distance and watch the "circle of confusion" area (the distance in front and behind the focus distance that remains sharper than your eye can resolve) grow considerably larger then further your object of focus goes from the camera. This is why most of the time we don't notice the distance being blurry, because when we're looking out there, we're focusing out there, and the further we focus, the larger the area behind and in front of that focus area is IN focus.
If you don't trust what I said or don't understand my wording, read this:
http://www.cambridgeincolour.com/tutorials/depth-of-field.htm
Wake me up when game devs study stuff like this and actually correctly implement it.
Also, a GREAT visual representation of what I'm trying to say here can be found here http://dofsimulator.net/en/
Play with the distance and watch the "circle of confusion" area (the distance in front and behind the focus distance that remains sharper than your eye can resolve) grow considerably larger then further your object of focus goes from the camera. This is why most of the time we don't notice the distance being blurry, because when we're looking out there, we're focusing out there, and the further we focus, the larger the area behind and in front of that focus area is IN focus.
andressergio
Senior Member
Posts: 895
Joined: 2010-12-07
Senior Member
Posts: 895
Joined: 2010-12-07
#5144335 Posted on: 08/19/2015 07:00 PM
congrats this is EPIC !!!
congrats this is EPIC !!!
bigfutus
Senior Member
Posts: 529
Joined: 2003-11-22
Senior Member
Posts: 529
Joined: 2003-11-22
#5144358 Posted on: 08/19/2015 07:49 PM
So enlighten me, because in paintings, photorealistic means it looks real, like a photo. A good photo, not some underexposed oddity, like these screenshots. And i dare to say, computer graphics are the same. But like i said, if he aims for bad photo look, he nailed it perfectly.
And to be clear, if someone like this look, i don't mind, because its a matter of taste, which is subjective.
Maybe you confuse photorealistic with realistic..?
So enlighten me, because in paintings, photorealistic means it looks real, like a photo. A good photo, not some underexposed oddity, like these screenshots. And i dare to say, computer graphics are the same. But like i said, if he aims for bad photo look, he nailed it perfectly.
And to be clear, if someone like this look, i don't mind, because its a matter of taste, which is subjective.
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Senior Member
Posts: 1281
Joined: 2014-09-29
^^ this is the best post. Preset is based to give PHOTOREALISTIC not realistic.
Some will like some won't (I presonally don't).
Usually photorealistic presets are good ONLY for screenshots and look around,not for actual gameplay. This is my opinion for it.
DOF surely makes it..visually nice but not if comes with increased values. Min dof is good,med and above only for screeshots.
Maybe you confuse photorealistic with realistic..?