Already ninja'd twice in the first few postsKungfu_Teddybear said:I was just away to say this. I hate motion blur.Metalrocks said:lol. i always deactivate motion blur. absolutely annoying.
In some ways, it exists to cover up fps hitches. I won't go into it in detail, but it's to do with with the way rendering frames work on a game compared to actual filmed footage.Irridium said:I never get why motion blur is a thing. Just... why? Why the hell does it exist?
Fractral said:Like in minecraft on the 360, where as you move the screen lurches up and down in time with your movement. Its supposed to simulate how the vast majority of humans walk like chickens.
When I went to play that game at a friends house, it made me sick within about 2 minutes. (fortunately you can turn it off) FOV does too, on the PC I play with mine set at 'quake pro' cause any other makes me sick.
Oh, the "walking" thing. That clears it up, thanks.Irridium said:When you walk the camera moves up and down. Supposed to simulate how people move. The most extreme offender is the Syndicate re-make. It's also the biggest offender of over-using bloom.
Head-bobbing is supposed to be more "realistic" since humans bob up and down. But humans also have brains which compensate for this so we don't get nauseous every time we move.
True. Though for me immersion in (most) first-person games ends when I look down and see I don't have legs and am just a floating camera with arms and a gun. But immersion is different for everyone and all that fun stuff.BX3 said:Fractral said:Like in minecraft on the 360, where as you move the screen lurches up and down in time with your movement. Its supposed to simulate how the vast majority of humans walk like chickens.
When I went to play that game at a friends house, it made me sick within about 2 minutes. (fortunately you can turn it off) FOV does too, on the PC I play with mine set at 'quake pro' cause any other makes me sick.Oh, the "walking" thing. That clears it up, thanks.Irridium said:When you walk the camera moves up and down. Supposed to simulate how people move. The most extreme offender is the Syndicate re-make. It's also the biggest offender of over-using bloom.
Head-bobbing is supposed to be more "realistic" since humans bob up and down. But humans also have brains which compensate for this so we don't get nauseous every time we move.
Yeah, totally, I get why that would be a problem, especially for those more prone to motion sickness. I completely get why they do it, but abusing it's a no-no.... Although... One thing kinda bothers me though and, well... *sucks in air through teeth and squints*
Now you argue immersion, or the lack thereof I guess. I'm not gonna disagree with you, because I've come to find that immersion is 50/50 - one half being the developers' design choices and one half being the player's leniency - However, one could also argue that bobbing isn't any more or less immersive than, say, sliding across places, y'know unless you can glide or are in a really big wheelchair all the time. In that respect, until developers implement bobbing without it being so obnoxious (and perhaps mimic the eyes' tendency to dart), I personally can't in good conscience put 'immersion' and 'First person' in the same sentence, at least not when it comes to the point of view alone.
Now why they do limited FOV is anyone's guess. That seems to be defeating dozens of purposes all at once.
Motion blur always bogs my computer down way more then any other feature, so I disable it to prevent slide shows.Metalrocks said:lol. i always deactivate motion blur. absolutely annoying.
I too liked Doom 3. Being a big fan of the original Doom titles, it was interesting seeing the new takes on some classic weapons, enemies, and setpieces. Sure, some of the weapons felt flimsy and some of the monsters had some strange design choices (Lost Souls in particular), but it wasn't a bad game at all. It just had a lot to live up to.Megacherv said:I quite like Doom 3. I don't think it's a Doom game in the sense that it seems completely separate to Dooms 1, 2, 64 and Final Doom, but on its own it's pretty good I think. Besides, id have a habit of a franchise going in several separate directions at once (how many different universes are there in the Quake series?)Kyrinn said:Weird, the shotgun in Doom 3 was probably my mot used weapon. With how close quarters the game was I found it extremely efficient. It was loads better than the machine gun anyways.Atmos Duality said:Though I had forgotten just how hilariously awful the shotgun in Doom 3 was.
So much of that game takes place in extreme close-quarters that they had to adjust its accuracy, just so that it wouldn't dominate everything.
Still, they have the tech to traverse between Earth and Mars, yet their shotgun is about as accurate as a blunderbuss.
Also am I the only one who actually enjoyed Doom 3?
I... uhh... why are you talking to me...? I was just going to comment that it doesn't matter because they're implicitly designed as console releases for 360 and PS3 and in that sense they're perfectly acceptable! I... stop! Get out of my heeeaad!Grey Carter said:Yes it matters, Andy.
Personally I find 80° FOV the best option for most games and I only use 100°+ FOV for twitch shooters.JJShaw said:yeah, up to 80 - as a design choice, because they felt people getting a higher field of view would be an "unfair advantage"... players puking themselves because of motion sickness, on the other hand, is fun for the whole family.Bindal said:Funny - Treyarch ARE the guys, which give CoD the FoV-Slider. Only up to 80 in BO1 and BO2, but they give it one.JJShaw said:and if you choose not to include a FOV option as a "design choice", because people getting headaches and nausea is just so much more hilarious (yes Treyarch, I'm looking at you)
Now Infinity Wards on the other hands...
by this thread of logic, they should have simply disabled 5.1 sound in multiplayer (because it's an unfair advantage over players who only have stereo sound systems), and shot anyone using a gaming mouse. it's a bullshit argument, that's what I'm saying.
if your fov slider doesn't go up to at least 110-120, don't even bother (khmm, Dishonored). 80 is only barely acceptable on 4:3 monitors and nausea inducing on anything else, but even on a 16:10 display, I rarely (if ever) go under 100°.
They were having a debate on Twitter. Andy was talking out of his bum hole.Andy Shandy said:I must admit I was rather spooked when I saw that, but I'm going to guess this is Andy Chalk, you're referring to? Or are you just trying to mess with all the Andys in the world.Grey Carter said:HIGH DEF ULTRA EDITION EXTREME
Yes it matters, Andy.
Oh goodness, yes. That is off-putting. Like, I get that it probably takes work that some developers might deem unnecessary ("Who's gonna be looking at their feet?"), but it's a necessary touch no matter how tiny it is. Heck sometimes it even effects gameplay; If Mirror's Edge didn't animate first person legs, I don't think I could've beaten it.Irridium said:True. Though for me immersion in (most) first-person games ends when I look down and see I don't have legs and am just a floating camera with arms and a gun. But immersion is different for everyone and all that fun stuff.
To be honest, all I want is an option to turn it off. That's it really. Just the option to turn all this stuff off if I want. And a FOV slider.
"Designchoice" was, once again, the excuse IW used. Treyarch said that they capped it at 80 because higher could result into graphical issues. There were no details given on what kind of issues (probably that you could see parts of animations you were not supposed to see, look into your arms, ect.), but it was defenitly NOT "designchoice" or "unfair advantage".JJShaw said:yeah, up to 80 - as a design choice, because they felt people getting a higher field of view would be an "unfair advantage"... players puking themselves because of motion sickness, on the other hand, is fun for the whole family.Bindal said:Funny - Treyarch ARE the guys, which give CoD the FoV-Slider. Only up to 80 in BO1 and BO2, but they give it one.JJShaw said:and if you choose not to include a FOV option as a "design choice", because people getting headaches and nausea is just so much more hilarious (yes Treyarch, I'm looking at you)
Now Infinity Wards on the other hands...
wow, calling the other guy an idiot, that's a sure way to win an argument.Bindal said:"Designchoice" was, once again, the excuse IW used. Treyarch said that they capped it at 80 because higher could result into graphical issues. There were no details given on what kind of issues (probably that you could see parts of animations you were not supposed to see, look into your arms, ect.), but it was defenitly NOT "designchoice" or "unfair advantage".JJShaw said:yeah, up to 80 - as a design choice, because they felt people getting a higher field of view would be an "unfair advantage"... players puking themselves because of motion sickness, on the other hand, is fun for the whole family.Bindal said:Funny - Treyarch ARE the guys, which give CoD the FoV-Slider. Only up to 80 in BO1 and BO2, but they give it one.JJShaw said:and if you choose not to include a FOV option as a "design choice", because people getting headaches and nausea is just so much more hilarious (yes Treyarch, I'm looking at you)
Now Infinity Wards on the other hands...
Do a bit research first before you claim people stated something so you don't look like an idiot, will ya?