GTA V Mod Aiming Show More Photorealistic Graphics
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xIcarus
Damn that looks neat! Even the depth of field seems well-done. I tend to hate DoF because most of the time it's done poorly.
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First watch dogs, then the yet to be released nfs, now gtav mods: DOF + Puddles = realism.
Imo, dof along with CA need to go away. They seem like lazy attempts at a visual aspects that simply do not exist in real life, so im not to sure where DOF = realism even comes from.
A proper lighting engine and color correction would go alot further than taking screenshots with forced dof shots after its been raining.
xIcarus
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Turanis
DOF? Dont like it.
I want to see overseas not just at 5meters like a guy without glasses.
And btw if it is possible without motion blur.
Just like this:
http://forums.guru3d.com/showpost.php?p=5138878&postcount=1129
Blackfyre
That first picture out in the country with the grass, the mud, and the rain looks absolutely stunning. So do the rest of the images to be honest (stunning work).
One however does wonder, what is the performance hit? Once all these settings are maxed out, I wonder how each card will perform vs without the mods (low-mid-high range).
xIcarus
fantaskarsef
So how long will it take until they ban people for something as little as this mod? 🙄
Ursopro
Looks amazing!
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SoloCreep
Photorealistic - A photo can contain photography tricks and real life. No one said a thing about complete realism. Pictures look great. I like DOF, blur, ca, and all that other cool ****. For those who don't like that type of thing, you know what to do. Disable it.
xIcarus
bigfutus
If someone calls this photorealistic, then he needs go visit his ophthalmologist. But maybe i got it wrong, and the old crappy east block color photo look is intentional.
Corbus
schmidtbag
CK the Greek
Haftarun8
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
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
congrats this is EPIC !!!
bigfutus