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File: 1713198154639931.jpg (427 KB, 1280x1800)
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How the hell did the entire industry converge on anti-soul gas as the standard for modern graphics? Are art directors blind? Do they not see how washed out and shitty this looks?
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you're just boring person and probably underage
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How the hell did the entire industry converge on brown and bloom in the mid-2000s?
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>>729328379
By cherry picking couple games and then making claims on internet that every game was or is X thing while ignoring the rest 99% of games
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>>729327785
It's fog.
That's it, it's fog but done cheaply because fog is one of those graphics options where the more advanced graphics became the more demanding it became to hide something behind a dim white cloud.
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>>729328910
Distance fog doesn't sit on top of the whole picture like a haze.
This is not some technical limitation like distance fog, for some reason the vast majority of developers just make their graphics look like this on purpose.
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>>729327785
Deferred rendering
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>thinks fog to help with poppin and LODs is something new
Underageb&
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>>729327785
It looks fine everywhere except botw. Nintendo really thought they could slather that crap all over zelda and get away with not updating their graphics for an entire gen
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>>729329041
>Distance fog doesn't sit on top of the whole picture like a haze.
Gee what part of done cheaply do you not understand?
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>FOG OFF
Such SOVL
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>>729327785
>gas
Why do you call it gas?
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>>729328639
zoomer detected
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>>729328379
at least brown n bloom/piss filters were a conscious artistic decision to make the games look more serious and cinematic
anti soul gas is just a programmer crutch to hide bad LOD textures and distance renders while pretending it looks more life-like
i can ensure you the reason it exists is exactly that: no art director in their right mind would let that shit happen if that wasn't the case
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>>729329543
op would've had a stroke leaving the ship in unreal

playing outcast would have plain killed him
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Maybe they all decided to ripp off silent hill at the same time
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>>729330469
Look at the Medievil comparison, retard.
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>>729330621
the one where 30 meters is a long distance and scene complexity is minimal?
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If the gas was dark instead of light, would it become soul gas?
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>>729329967
has severe foreground:background differentiation issues desu
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>>729330705
Exactly, you braindead subhuman.
Even games in the PS1 with severe technical limitations didn't look hazy or washed out.
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Indians live in polluted shithole cities and they think this what the real world looks like.
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>>729329967
Which PS3 game?
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behold:
anti-soul gas
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>>729327785
>ARGHHH THE ANTI-SOUL GAS STRIKES AGAIN!
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>>729330743
No, it'd be lung cancer
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>>729331123
>James doesn't look washed out
>even with fog, the image has good contrast
>retard disproves his own point in one picture
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>>729331207
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>>729327785
It probably helps obscure far off assets that look like shit because of lower LODs.
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>>729327785
basically for 2d image shown on your monitor to simulate depth there should be difference in tone between foreground, middle and background
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>>729331147
/v/ doesn't know what outside looks like
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>>729327785
It kinda looks good, the issue is that they just overdo it.

Play on PC and remove fog in a bunch of the games that have it using reshade or other mods and you'll see you're better off with it than without.

The perfect example for this is Genshin Impact which most would not say is a game with anti-soul gas even though it has plenty of it.
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>>729331296
No anon, you're too stupid to understand the issue being discussed to begin with. I recommend you dial 8 and speedrun life.
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>>729330834
AND YOU USE LOD AND FOG TO CREATE LARGER ENVIRONMENTS AT THE SAME PERFORMANCE COST INSTEAD OF BEING FORCED TO MAKE EVERY GAME PLAY INSIDE A PHONE BOOTH YOU INBRED NIGGER
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>>729331473
you brought up stuff that were never brought up in the first place and then pretended that that stuff was what this whole thing was about all along
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>>729331523
DISTANCE FOG DOESNT GO ON TOP OF THE FOREGROUND OR MAKE THE ENTIRE IMAGE LOOK WASHED OUT YOU ABSOLUTE MONGOLOID
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>>729331632
this
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>>729330775
no it doesn't, this is cope that is frequently said and i don't understand why
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>>729331887
probably because you're retarded
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>>729331632
t. has literally never been outside in the fog

you are right that it's never applied to the HUD UI. everything past the UI has some distance to the camera, and therefore gets a proportional amount of fog. hope that helps, nigger faggot retard.
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Let's speedrun them arguments
>but the discoloration and fog IS real, look at this real life image that has fog in the distance
yeah this is what normal people mean when they say whether or not the weather is clear. Sometimes there's humidity, sometimes there's fog, sometimes it's clear. It's never clear in these games because they overtune the fog so much it feels like you're always in 80% humidity, because they make the radius start way too close. This is because light scatters differently through humid air.

>but this game has stylistic fog and nobody dislikes it
(You)

>ok but what should devs do then???
Touch grass, go outside, and model the games graphics after beautiful irl imagery. It doesn't have to be realistic, but it's pretty clear that the fucks designing graphics are all urbanite retards who never have seen what a landscape is like when the weather is clear. Pic related, nobody would complain if games used blue light for distant scenery in a less overdone way like how it actually looks IRL.
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>there are people ITT unironically defending hazy washed out graphics
/v/ is fully infested with niggercattle.
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>>729331296
Silent Hill 2 was made with fog in mind. Every other UE5 game uses it to hide LOD popin but I'd rather that take then washing away the entire picture.
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>>729331147
Vidya would have the boats and front hill washed out too
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>>729332282
Insane that people want their games to be gassed up.
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>>729332719
That's a pretty extreme example of where it goes wrong but yeah, somewhere in the middle would be best unless it was supposed to be foggy.
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>>729332521
>>729331147
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>>729332919
Or like, a longer curve where the furthest stuff gets more fog and the closer stuff gets less. Yeah, that'd be best.
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devs outsource all the graphics shit to india or china where this amount of smog is baseline
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>>729332919
This whole thing is wrong. It's a gradient where things get more blue-tinted the further away they are, not a flat plane where everything is tinted the same amount beyond that point.
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>>729331030
/thread
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>>729327785
I didn't mind the medievil remake
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>>729332919
>unless it was supposed to be foggy.
Even then, the SH pic here >>729331123
still has solid contrast and doesn't look washed out despite the fog. What devs do nowadays is weird, it's like they put a hazy filter on top of everything and kill the contrast.
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>>729333264
Yeah it sucks. It's possible to fix it sometimes with reshade though
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>>729327785
The issue is devs using anti soul gas instead of soul enhancing gas like they did in Arc Raiders for example.
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>>729327785
because it's "realistic". cinemafags hate flawless, undistorted detail at infinite range. they spend their whole lives trying to recreate the limitations of a physical camera lens inside a virtual viewport. it is just Bloom 2.0 for a new generation of developers who don't understand video games.
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Volumetric fog always looks bad during the day, but looks much better around sundown/night/sunup.
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>>729327785
It's because of graphics realism. The combination of greater detail and realistic lighting results in too much competing visual information, and the aggressive distance fog helps blend the background into a monochromatic gradient so the player can focus on gameplay elements in close proximity not affected by the fog. Old games would use colors to distinguish things from each other, but realistic models don't have large uniform surfaces for color and it all becomes muddy dark grey when not under harsh and bright direct light because of realistic lighting.

The other solution is to put neon colored light strips/dots on everything the player is expected to pay attention to.



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