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Deus Ex: Mankind Divided - Dawn Engine Tech Demo

haha yeah the depth of field is probably the worst I have ever seen!

I usually turn it off for every game too just like motion blur...
 
It looks pretty and all, but the depth of field looks vile. It looks like someone has Smeared Vaseline all over my screen. They might as well turn FXAA up to max and save the processing power.

Has to be the Worst Depth of field i have ever seen. I always turn Depth of field off since it is horrid in many situations. Prefer to be able to see everything and not just what THEY want you to focus on. Was one of the gripes i had with Avatar in 3D.

I honestly have no idea why anyone would add it, ever. The whole concept of depth of field is in real life if you focus on something far away then other stuff becomes blurry. That is great, but I'm focused on the thing I want to look at and it's not freaking blurry the crap I don't want to see is blurred and who the **** cares. Games do not have eye tracking, I hope they never will because what a damn waste.

It's NOT realistic, it's unrealistic, it introduces a situation that simply doesn't happen in real life, that is, the area I want to look at directly with my eyes doesn't come into focus.

I can understand it's use in video even if I don't really like it. In a cutscene or film then the director/whoever is making it can choose where the character is looking and attempt to make the focus real... but it's over the top and stupid. There are some games with epic areas, maybe a cutscene in space which blurs out all this really cool looking crap to get you to focus on something which may or may not be interesting. I still would prefer the player gets the choice. But in actual gameplay, not letting me choose where to look and blurring out stuff I'm actively looking at is beyond retarded.

You can't know what I'm looking at so stop attempting to blur other stuff out... not least because if I'm really not looking at it, it doesn't matter if it's blurry or not, if I am looking at it, it's incredibly important it shouldn't be blurry.

Even things like looking down ironsights, doesn't matter, in real life I can put a gun up and look down the barrel.... and still move my eyes left and focus on something entirely different.
 
The only time i have ever seen DoF work well is when it is used to blur distant objects. Not objects in the foreground like what seems to be the case in the majority of DoF implementations.

Motion blur is also a disgusting and cheap way to cover low FPS. Also incredibly unrealistic in the majority of implementations.
 
I've hated DoF ever since the horribly broken and hoggy implementation in Metro

Broken, what do you mean. Bring up the awful clipboard with objective on it... can't read it because DoF blurs it out. If I'm remembering the right game that is.

It's retarded, I've never seen it implemented in a way that doesn't make a game worse and more irritating, I've never failed to turn it off in any game that has an option to turn if off.

In general motion blur and DoF was brought about, as Mauller said to hide performance issues and mostly covering distant views. Particularly on consoles you would have awful draw distance and extremely low quality textures not even that far in the distance then using blur to minimise the effect of such crap textures.

Actually rendering higher quality textures in the distance then using extra power to blur them out takes stupidity to a whole new level.

All these real world things depend entirely on where you are actually looking... a game that can't remotely know where you are actually looking should never ever attempt to imitate motion blur or DoF.
 
I just made sex wee :p

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The latest thing is this

https://en.wikipedia.org/wiki/Foveated_imaging

I can foresee it being touted as a trump card for developers but users universally turning it off because it doesn't quite work like it's supposed to.

That looks even more puke inducing than the DoF in this game engine. Would prefer if they took all the wasted processing power from these ****** side effects and used it towards some form of Ray tracing.

The voxel cone tracing global illumination that was touted for UE4 would probably run nicely in DX12/Mantle/Vulkan with all these effects disabled. Now that would dramatically improve visual quality.
 
I honestly have no idea why anyone would add it, ever. The whole concept of depth of field is in real life if you focus on something far away then other stuff becomes blurry. That is great, but I'm focused on the thing I want to look at and it's not freaking blurry the crap I don't want to see is blurred and who the **** cares. Games do not have eye tracking, I hope they never will because what a damn waste.

It's NOT realistic, it's unrealistic, it introduces a situation that simply doesn't happen in real life, that is, the area I want to look at directly with my eyes doesn't come into focus.

I can understand it's use in video even if I don't really like it. In a cutscene or film then the director/whoever is making it can choose where the character is looking and attempt to make the focus real... but it's over the top and stupid. There are some games with epic areas, maybe a cutscene in space which blurs out all this really cool looking crap to get you to focus on something which may or may not be interesting. I still would prefer the player gets the choice. But in actual gameplay, not letting me choose where to look and blurring out stuff I'm actively looking at is beyond retarded.

You can't know what I'm looking at so stop attempting to blur other stuff out... not least because if I'm really not looking at it, it doesn't matter if it's blurry or not, if I am looking at it, it's incredibly important it shouldn't be blurry.

Even things like looking down ironsights, doesn't matter, in real life I can put a gun up and look down the barrel.... and still move my eyes left and focus on something entirely different.


Because sometimes art style and visual effects aren't necessary all about realism. Take the art direction of Witcher 3...the game had a very flat bleak look, which looks great in game but generally - trees and people don't look like that. They then changed ( a lot of things but not relevant here lol) the colour pallet and people went mental, when in actual fact the games default tone is more true to life.

That looks even more puke inducing than the DoF in this game engine. Would prefer if they took all the wasted processing power from these ****** side effects and used it towards some form of Ray tracing.

The voxel cone tracing global illumination that was touted for UE4 would probably run nicely in DX12/Mantle/Vulkan with all these effects disabled. Now that would dramatically improve visual quality.

Yeah good luck with that, when GPUs are capable of using compute to that degree in real-time none of us will likely give a damn. We'll be too busy waiting for the carer to come and give us our weekly bath.
 
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Yeah good luck with that, when GPUs are capable of using compute to that degree in real-time none of us will likely give a damn. We'll be too busy waiting for the carer to come and give us our weekly bath.

They had it running on a 680 system at moderate framerate in 2012. IF you look on youtube you can find the videos. Their method requires a reasonable amount of cpu power to produce the Octrees, so they could implement this system better using a low abstraction graphics APi.
 
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