Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
In gameplay the screen is where your character's head is pointed, not where his/her eyes are pointed. Your own eyeballs are essetially the character's eyeballs in how they roam and focus within that field. No matter how the DOF effect determines where to focus, it's still just dumbly second guessing where you're actually looking, and when it gets it wrong (which it inevetibly does) it's annoying and immersion breaking.
It usually doesn't in FPSs, as in that type of game it's typically locked to the screen's dead center, so whatever's the closest object in your reticle area is always the center of the DOF focus.
What It does effect is enviornmental awareness. BL2's DOF is relatively slight, but I've played games where it's super-annoying, as you can't as effectively "keep your eyes peeled": glancing around looking for threats/targets, or even just checking out the nice enviornments. Remember: the frame is only where your character's head is facing, not where their eyeballs are pointed.
In some games with a more adventure bias (compared to straight run-and-gun combat like BL) it's just horrible. The DOF algorithim focuses on whateverthehell it wants to based on some wierd distance metric, so your eyeballs are constantly fighting with the computer over what in frame you want to look at in any given instant.
Basically it's a junk feature shoveled in purely on the basis of "more graphics is better", with no regard for actual logic or function. Most graphical bling features like bloom and dynamic lighting, etc. actually serve a purpose in regards to making the game enviornment more realistic, but DOF outside of cutscenes is just nonsensical bling-for-the-sake-of-bling.
It would be pretty cool if properly implemented for iron sights. This is what the sight picture should look like on an actual gun if you want the best chance of hitting something.
thewalkingmanblog.files.wordpress.com/2012/09/propersightfocus.gif
The rear sight should be slightly blurry, your sharp focus is on the front sight, and the target is blurry because you're focusing your eye on the front of the gun.
Most games do a half way job of it. Either the gun is blurry and everything else is clear, or the gun is sharp and only really distant things get blur.
I think DOF works by putting thin blurring panes along the player's view. Every few feet, a non-physica polygon with shader gets put up to blur things slightly. When you stack them, things get more blurred as the distance increases.