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The worst post-processing effect (for video games)?
What do you think is the worst post-processing effect for video games? This is subjective of course, so be warned opinions are incoming.

In case you aren't familiar with what the term "post-processing" means it basically means any visual effects or "filters" that are put in the game, not counting textures, particle effects, or character/weapon/environment models.

Personally, I find Chromatic Aberration and Lens Flare to be the most obnoxious.
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Escrito originalmente por Ocean Boy:
Escrito originalmente por StrawberryPi π:

Well, let me first start off by saying that you aren't meant to capitalise nearly every word in a sentence. That's not how the English language works.

Moving on, I would like to point out that post-processing has nothing to do with the graphical fidelity of a game. You can slap post-processing on a turd but it's still a turd. Notice how it's called post-processing? It's added in POST, after all the textures and models have been put into the game.

The textures and models are what actually count in making a game look good. A game isn't going to look like "LEGO" by default just because it doesn't have a bunch of filters slapped onto it.

There are No Steam Forum Rules That EveryOne Must Maintain English Grammar. So Stop Giving English Lesson.

2nd point- if You had any idea how VideoGames Are Made You would not have Talked Like That. Making Textures And 3D models are Just a small part of the game making process. post processing effects are applied before Rendering, which is the main thing.

And there are Night and Day Difference Between ''appliing Filter'' and ''post-processing'', Two entirely different Things, it called ''POST'' Because it has been done AFTER the initial phase of the Game Making Process, but Before Rendering. And ''Filters'' are applyed after the Rendering process.

Last Point- When you throw dirt on people, you better be ready to receive that too. i just posted my opinion about ''post-processing'' in this thread, and you came up with this Sentence-

............................''This is just about the dumbest thing I've ever heard''.................

That's a Offensive Behave, and opposed to peaceful discussion. First Learn How to Behave....
As someone who actually dabbles in graphics programming and has actually done post processing effects from a low level you are almost completly wrong. You are correct that post means after however it is done after the main scene has been rendered. You draw your main scene using a render to texture technique and then apply a post processing effect using a shader to that scene. You then render that texture to the screen usually before you draw things like the HUD. Also a filter is almost always a post processing effect, unless it is really simple such as making everything red which is done by multiply every pixel drawn in the scene by the color red(1,0,0,1). Not trying to start an argument here just correcting you on what a post processing effect is.

In case you want an example there is a tutorial you can follow with an excellent explaination of a blur(If you use an intensity extraction shader before you can use it for bloom :) ) algorithm as a post processing effect(In case you want an example): http://rastertek.com/dx11tut36.html
Última edição por Radical Left Lunatic; 30/abr./2017 às 23:10
rockmedved 30/abr./2017 às 23:15 
Echoing what several others have said - chromatic aberration absolutely makes me wanna rip my eyes out. Even worse is the fact that this cancerous effect has transcended the medium of games and invaded art! So many pieces of gorgeous digital art have been ruined by it!

Also, can I be slightly unpopular and say that Ambient Occlusion in games sucks ass? It is a very subtle effect in real life, but in games it is way overblown, creating a big ugly aura of black death around every single ♥♥♥♥♥♥♥ object!
Escrito originalmente por zoomdude111:
Escrito originalmente por Ocean Boy:

There are No Steam Forum Rules That EveryOne Must Maintain English Grammar. So Stop Giving English Lesson.

2nd point- if You had any idea how VideoGames Are Made You would not have Talked Like That. Making Textures And 3D models are Just a small part of the game making process. post processing effects are applied before Rendering, which is the main thing.

And there are Night and Day Difference Between ''appliing Filter'' and ''post-processing'', Two entirely different Things, it called ''POST'' Because it has been done AFTER the initial phase of the Game Making Process, but Before Rendering. And ''Filters'' are applyed after the Rendering process.

Last Point- When you throw dirt on people, you better be ready to receive that too. i just posted my opinion about ''post-processing'' in this thread, and you came up with this Sentence-

............................''This is just about the dumbest thing I've ever heard''.................

That's a Offensive Behave, and opposed to peaceful discussion. First Learn How to Behave....
As someone who actually dabbles in graphics programming and has actually done post processing effects from a low level you are almost completly wrong. You are correct that post means after however it is done after the main scene has been rendered. You draw your main scene using a render to texture technique and then apply a post processing effect using a shader to that scene. You then render that texture to the screen usually before you draw things like the HUD. Also a filter is almost always a post processing effect, unless it is really simple such as making everything red which is done by multiply every pixel drawn in the scene by the color red(1,0,0,1). Not trying to start an argument here just correcting you on what a post processing effect is.

In case you want an example there is a tutorial you can follow with an excellent explaination of a blur(If you use an intensity extraction shader before you can use it for bloom :) ) algorithm as a post processing effect(In case you want an example): http://rastertek.com/dx11tut36.html

Post processing effect is a Vast things. ''ambient occlusion'' is a Light effect which applied at same time when 3D models are made Even before Texture and And Animations are Made.

Depth Of Fields are applied Before Rendering.

and Many of them are Just a Rendering Engine options (such as Unreal Engine / Unity Engine etc.), and applied automatically when the Scenes has been Rendered.
Yeetus Supremus 1/mai./2017 às 3:41 
Head bobbing although it doesn't belong to that category
Zergem 1/mai./2017 às 4:52 
Chromatic aberration - it makes my eyes water
Vignette - makes me feel claustrophobic.
Ambient occlusion - makes everything look like it's floating.
secuda 1/mai./2017 às 9:42 
Right since headbopping is not in this i would say foliage on everything like plants guns armor etc.
Escrito originalmente por secuda:
Right since headbopping is not in this i would say foliage on everything like plants guns armor etc.

I'm gonna bop you if you call it headbopping one more time.
Escrito originalmente por secuda:
Right since headbopping is not in this i would say foliage on everything like plants guns armor etc.
Head bobbing is not always a post processing effect, you can save on some draw overhead by simply translating the view matrix up and down a little bit( Use sin multiplied by some delta time) when you are doing your normal camera translation.
zert 2/mai./2017 às 4:11 
Pretty much every effect in Dying Light, including chromatic aberration, peripheral vision blur during sprinting (seperate from motion blur and cannot be turned off 'cause Techland hates you) and vignetting.
Excessive depth of field, such as in Far Cry 3.
DoF. Eyes get tired very fast.
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Todas as discussões > Fóruns Steam > Off Topic > Detalhes do tópico
Publicado em: 29/abr./2017 às 15:38
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