douchebagatronCustom member titleJoin Date: 2003-12-20Member: 24581Members, Constellation, Reinforced - Shadow
motion blur is awesome in game. it can make 30 fps feel like 50 from just not being so jittery. it just feels much more fluid. look at l4d or tf2.
depth of field on the other hand can look nice, but has a lot of issues, such as the game focusing on things that you don't want to focus on, like a chain link fence you are trying to look through, but can't see crap because the game insists on drawing your attention to the dang fence.
I'm not so sure it would be awesome in NS though [theoretically, I know it's just for the tool]. You're constantly turning around, jumping, aiming, bunny-hopping... So there's are quite a lot fast mouse movements, more as in other FPS, which would make everything blurry all the time.
As a cinematic devise, motion blur is totally awesome.
For gameplay, motion blur interferes with aiming simply because it elongates the 'target' and causes the player trouble for aiming. Does he aim to the front, middle or back of the blur? Even if the hitbox was designated to be at a certain spot in the blur (thereby eliminating any doubts as to where to aim), I'm fairly certain FPS would suffer because of it. Maybe not drastically, but it would suffer. Also, what would it actually add to gameplay? Atmosphere is not nearly as important as gameplay. If the motion blur does not add to the gameplay (which I don't see how it could), then it is an extraneous 'extra'.
FoV: You should be able to change your field of view on both marines and aliens to whatever you want. You could do it in TFC, and I loved how people often had different cfg's executing different FoV's for different classes. For example, many people preferred a high FoV for soldier (for better depth perception so they could guide the rockets into people (mostly people's feet) better. Some scouts and medics also bumped up the FoV quite high. The HW's would sometimes bump it up just so that they could track conc'ing medics/scouts better. In any case, FoV SHOULD be changeable, imo. Different people prefer different FoV's, and it should be changeable...
douchebagatronCustom member titleJoin Date: 2003-12-20Member: 24581Members, Constellation, Reinforced - Shadow
edited May 2009
motion blur does not mean everything that moves is blurry. look at tf2 and l4d. there is the option for motion blur, but its so miniscule that all it basically does is blend the last frame and the current, which gives the effect of a much more fluid game instead of anything jittery. for high framerates it's barely noticeable, and for lower framerates it makes everything look nicer.
and depth of field has nothing to do with field of view.
depth of field means that things that are very close to you appear blurry when you focused on things far away, and vice versa. it mimics film focus.
<!--quoteo(post=1707151:date=May 19 2009, 01:26 AM:name=6john)--><div class='quotetop'>QUOTE (6john @ May 19 2009, 01:26 AM) <a href="index.php?act=findpost&pid=1707151"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->motion blur does not mean everything that moves is blurry. look at tf2 and l4d. there is the option for motion blur, but its so miniscule that all it basically does is blend the last frame and the current, which gives the effect of a much more fluid game instead of anything jittery. for high framerates it's barely noticeable, and for lower framerates it makes everything look nicer.
and depth of field has nothing to do with field of view.
depth of field means that things that are very close to you appear blurry when you focused on things far away, and vice versa. it mimics film focus.<!--QuoteEnd--></div><!--QuoteEEnd-->
Yay! Sense in our discussion!
DoF was an interesting system. I first noticed it in my CoD4 when I finally got a good enough graphics card. It's a nice effect and they handled it well so that you didn't blur out your target, but it's a purely cosmetic item that personally doesn't add too much. Nice feature, but I'm sure there's other aspects that have much higher priority.
Comments
depth of field on the other hand can look nice, but has a lot of issues, such as the game focusing on things that you don't want to focus on, like a chain link fence you are trying to look through, but can't see crap because the game insists on drawing your attention to the dang fence.
You're constantly turning around, jumping, aiming, bunny-hopping...
So there's are quite a lot fast mouse movements, more as in other FPS, which would make everything blurry all the time.
For gameplay, motion blur interferes with aiming simply because it elongates the 'target' and causes the player trouble for aiming. Does he aim to the front, middle or back of the blur? Even if the hitbox was designated to be at a certain spot in the blur (thereby eliminating any doubts as to where to aim), I'm fairly certain FPS would suffer because of it. Maybe not drastically, but it would suffer. Also, what would it actually add to gameplay? Atmosphere is not nearly as important as gameplay. If the motion blur does not add to the gameplay (which I don't see how it could), then it is an extraneous 'extra'.
FoV: You should be able to change your field of view on both marines and aliens to whatever you want. You could do it in TFC, and I loved how people often had different cfg's executing different FoV's for different classes. For example, many people preferred a high FoV for soldier (for better depth perception so they could guide the rockets into people (mostly people's feet) better. Some scouts and medics also bumped up the FoV quite high. The HW's would sometimes bump it up just so that they could track conc'ing medics/scouts better. In any case, FoV SHOULD be changeable, imo. Different people prefer different FoV's, and it should be changeable...
and depth of field has nothing to do with field of view.
depth of field means that things that are very close to you appear blurry when you focused on things far away, and vice versa. it mimics film focus.
and depth of field has nothing to do with field of view.
depth of field means that things that are very close to you appear blurry when you focused on things far away, and vice versa. it mimics film focus.<!--QuoteEnd--></div><!--QuoteEEnd-->
Yay! Sense in our discussion!
DoF was an interesting system. I first noticed it in my CoD4 when I finally got a good enough graphics card. It's a nice effect and they handled it well so that you didn't blur out your target, but it's a purely cosmetic item that personally doesn't add too much. Nice feature, but I'm sure there's other aspects that have much higher priority.