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Hoaxmetal

Arcane
Joined
Jul 19, 2009
Messages
9,161
I can understand DoF if you have head tracking gear or something. Otherwise it's dumb.
 

Executr

Cipher
Joined
Sep 24, 2014
Messages
303
Yeah snork on two legs armed with guns and bloodsuckers wearing bandits jackets were most wacky elements of this mod.

It took me by surprise. A really funny feature.
Overall, I love this mod, especially because it's super stable plus all the quests, maps and weapons.

I'm also looking forward to try all the mods you guys have been recommending on the STALKER thread.
 

St. Toxic

Arcane
Joined
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Messages
9,098
Location
Yemen / India
I can understand DoF if you have head tracking gear or something. Otherwise it's dumb.

More like eyeball tracking gear, and even then it doesn't really simulate the way that the human eye works. You get a more realistic experience actually focusing on different things within the gameworld with an even sharpness than you do with DoF. Still, I have to admit that it's a functional approach to obscuring blurry textures and low-poly models in games like Rage and the new Wolfenstein. Turning it off makes the games look worse simply because you're able to scrutinize these shortcomings at a glance.
 

DraQ

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Now I want pics of bloodsuckers crossdressing as bandits.

DoF isn't really distance dependent as it is object dependent; like, if you look at a far-away tower while crouching behind some boxes, the boxes blur out while the tower becomes sharp.
It is distance dependent - both tower and everything at the same distance will be sharp, but the further or closer in an object is, the more blurry it becomes.

The thing with Skyrim is that it doesn't change focus much, but instead focuses on the magnitude of blur and depth of field, tweaking them according to the conditions. So it arguably misuses DoF, but for a good effect, rather than using it according to its purpose for an awful one.

I can understand DoF if you have head tracking gear or something. Otherwise it's dumb.

More like eyeball tracking gear, and even then it doesn't really simulate the way that the human eye works. You get a more realistic experience actually focusing on different things within the gameworld with an even sharpness than you do with DoF.
:bro:
I'll never understand why this piece of idiocy got popular - not just in games itself which would be explainable by corporate idiocy, but in fucking mods - observe:
TESV2012-09-1600-13-29-02.jpg

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St. Toxic

Arcane
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It is distance dependent - both tower and everything at the same distance will be sharp, but the further or closer in an object is, the more blurry it becomes.

I haven't seen it work like that, to be honest. If you have two towers at an equal distance from your position and you're aiming at the one to the left the one to the right would still be blurred out, no? Anyway, it's a hack really, so you can implement it any way you like and among the easier ways of doing it would be blurring everything that isn't "at the same distance" as the object you are looking at; however, "nothing" is at the same distance from your digital eyeball other than the exact pixel that you're looking at (conversely, a lot of random shit that you aren't even looking at is), so you would still have to tweak at what point the horrible blurring starts. My cheap way of doing it would be to project a 3d sphere with boundaries that grant true vision TM wherever you look, with a size that stays constant to include more objects the further away they are.

The thing with Skyrim is that it doesn't change focus much, but instead focuses on the magnitude of blur and depth of field, tweaking them according to the conditions. So it arguably misuses DoF, but for a good effect, rather than using it according to its purpose for an awful one.

If I know Beth, it's probably the same as with the bloom/hdr in Oblivion. They go for the cheapest possible implementation that's able to mimic the overall effect; 9/10 console tards wouldn't be able to tell the difference.


Fuck, it's like a headache has been condensed into an image. I go cross-eyed from looking at this thing. And the second screenshot is even worse, holy hell.
 
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Hoaxmetal

Arcane
Joined
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Messages
9,161
You get a more realistic experience actually focusing on different things within the gameworld with an even sharpness than you do with DoF.
Indeed, most of the screen is blurred out anyways when you look at it so why would you add even more blur? D: Either way it's not about realism, it's about artsy faggotry - trying to implement what works in movies and photography (when done properly) in games (where it's useless).
 

warpig

Incel Resistance Leader
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lmaoing @ your life
I still can't get over the shitty graphics in Syndicate Wars. Why didn't they stay in 2d, 1996 was still before the "everything must be in 3d" craze, and isometric 2d games of that time looked sweet.
 

bozia2012

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Codex 2014 PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Make the Codex Great Again!
I still can't get over the shitty graphics in Syndicate Wars. Why didn't they stay in 2d, 1996 was still before the "everything must be in 3d" craze, and isometric 2d games of that time looked sweet.
Original Syndicate had gorgeous art direction and graphics look sexy even now (and it's 16 colors bitches!):

Syndicate_screenshot.png


I never really got into Syndicate Wars because of how confusing shit graphics it had.


Got a pad finally (decline) and played MS3 yesterday with my bro. Oh boy did we suck - died like every 7s (just enough to throw all grenades) and I often didn't know which character was mine. The graphics are glorious though.

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DDZ

Red blood, white skin, blue collar
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Alkeides Simulator 2014

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Some pretty good graphics, and it looks like it will be fun to cause some mayhem in this thing.
 

zwanzig_zwoelf

Guest
Got a pad finally (decline) and played MS3 yesterday with my bro. Oh boy did we suck - died like every 7s (just enough to throw all grenades) and I often didn't know which character was mine. The graphics are glorious though.
I remember playing Metal Slug X with my bros when I was in high school.
Kudos for reminding me about the series. :salute:
 

DraQ

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It is distance dependent - both tower and everything at the same distance will be sharp, but the further or closer in an object is, the more blurry it becomes.

I haven't seen it work like that, to be honest. If you have two towers at an equal distance from your position and you're aiming at the one to the left the one to the right would still be blurred out, no?
I believe it does work like that:
220px-DOF-ShallowDepthofField.jpg


If I know Beth, it's probably the same as with the bloom/hdr in Oblivion. They go for the cheapest possible implementation that's able to mimic the overall effect; 9/10 console tards wouldn't be able to tell the difference.
The thing is they don't even try to mimic the overall effect.
Instead they use what is nominally DoF to do other, actually useful things.

Skyrim is very different from oblivion in this regard, it lacks both the lazy asshole approach to player experience and "let's paste every effect over everything simultaneously, maybe no one will notice how shitty the actual graphics is".
It's actually both tasteful and actually good looking, especially considering it was already dated visually when it came out.
It does a good job using what it has to work with for good effect.

Fuck, it's like a headache has been condensed into an image. I go cross-eyed from looking at this thing. And the second screenshot is even worse, holy hell.
Th first one isn't bad. It only has chromatic aberration, which seems to be the new bloom/DoF, but isn't nearly as offensive if only because you can notice it IRL and it's way subtler by default.
The second is awful, though.
 

Darth Roxor

Royal Dongsmith
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Djibouti
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Onward! TO GLOREH!

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ZE EEVIL WIZARD

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A few slingshots, spells and punches later...

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VICTAREH!



Man, Gobliiins 1 really isn't a good game compared to 2 and 3 :D
 

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