Cinematic Effects Aid Gaming Realism 30
rtt writes "When Valve recently added support for HDR technology into their 'Source' engine, they quickly discovered that in games such as Day of Defeat, a WW2 based game, the rendering quality far surpassed the video quality that would have been possible in the time that the game was set. In a new round of updates, VALVe have researched and developed cinematic effects commonly used by the film industry - motion blur, color correction, and depth of field amongst others - to aid realism for the set period of the game. bit-tech has up an article detailing each of the technologies, along with video clips to showcase the effects at work in the Day of Defeat mod."
Are we not simulating life, not film? (Score:5, Insightful)
Soldiers in World War II didn't all have eyes with built-in film grain. Sounds like somebody is working in the wrong industry. Games should try to be games, not try to be films.
Re:Are we not simulating life, not film? (Score:1, Interesting)
For cutscenes, that's fine - I suppose. But I wan't REALISM in my game. And by REALISM, I don't mean "like a movie". Contrary to apparant popular belief - MOVIES are not REALITY.
Re:Are we not simulating life, not film? (Score:2)
I love the depth of field - and motion blue to an extent - you get that in a human eye, too... but why the hell is there all this sepia toning and film grain? It just looks wrong. I want to feel like I was a soldier who saw that horrific B&W world in full colour.
Re:Are we not simulating life, not film? (Score:2)
Re:Are we not simulating life, not film? (Score:2)
Re:Are we not simulating life, not film? (Score:3, Insightful)
If you are being guided through a cut scene or movie, depth of field can make you focus on the path the story intends. If you are in an FPS with "free" control, this can blur the object you are trying to see.
Re:Are we not simulating life, not film? (Score:2)
Not really - there's a demonstration of the keep-small-amount-of-previous-frames method shown in one of the videos, and it looks genuinely horrible. The 'correct' way of doing motion-blur seems to be to effectively render at a very high framerate and merge, say, four frames together into one displayed frame. The next displayed frame will be from the next four rendered frames in the sequence, and so
Re:Are we not simulating life, not film? (Score:2)
It's not a bizzare as you think. Stubbs the zombie had film grain and discoulouration, and It works extremely well as a way to enhance the atmosphere, immersing you into the world of the 1950s.
Re:Are we not simulating life, not film? (Score:2)
There were zombie epidemics in the 50s? I don't even remember the laser-rifles, robo-butlers, or hovercars!
(Also, that's a 3rd person view... the game's "camera" is not supposed to be your own eyes, so mechanical artifacts will be more plausible in chasecam situations. You're watching Stubbs, not being him)
Actually, no, not really. (Score:1)
The goal of games is not necessarily to simulate reality at all, just as the goal of painting, photography, and film is not necessarily to accurately show events as they occurred. There will always be non-realistic (i.e. stylized) depictions in any field of art, and that is not a bad thing at all.
Whether or not soldiers in WWII saw everything through film grain is irrelevant. All that
Re:Are we not simulating life, not film? (Score:1)
Technology like this doesn't matter because it looks good, it matters because of immersion. HDR is meant to be used so that the people playing the game feel it is so realistic (to look at) that they can't tell the difference between the game and real life. I don't believe the ''grain effect" as was talked about in the article is very impressive or realistic, being used for DoD. However, they have developed a very impressive technology which can be used for
But it's a flat screen already... (Score:2)
There are ways and m
Re:Are we not simulating life, not film? (Score:2)
Actually, it depends on the effect they want to achieve.
If they are aiming to create a render closer to grainy black and white film, this is the way.
Moreover, games hardly want to emulate life. They want to emulate the glorious, exhilerating part of some topic. Those same parts that have already been glorified for several decades by the film industry. So, aiming your game to present and react as would
Graphics vs Content? (Score:1)
Re:Graphics vs Content? (Score:2)
But I do hope they come out with some more maps soon. You're right that new maps are definitely a higher priority than newer graphical enhancements. I just don't s
Good Move (Score:2, Insightful)
I for one love this artistic move by Valve. We have enough realistic games and WWII shoo
Re:Good Move (Score:2)
Re:Good Move (Score:1)
From the article (Score:2)
I stopped reading after that.
A graphical updated version of a 4 year old mod (Beta 1 came out January 2001) is 'arguably the best multiplayer World War II shooter around'? Wth?
I can't wait for the next cinematic effect... (Score:2)
Re:I can't wait for the next cinematic effect... (Score:2)
Many of the racing games I've played, some of which are several years old, have lens flare in the game. Very cool effect to see when you're driving around. Perhaps it hasn't been done yet in FPSs... I haven't played any in a while.
movie effects in a mp game? (Score:1)
Re:movie effects in a mp game? (Score:1)
Re:movie effects in a mp game? (Score:1)
Cinematic != Realism (Score:1)
This is not the journalist's problem; the corporate/marketing guys in the game industry who talk to the press are the ones who hail such things as "realistic" and "revolutionary", when in fact they are not anywhere near photorealitic and ar
Like the old Calvin & Hobbes (Score:2)
the current problem with Day of Defeat: Source is that the quality of the scenes rendered is far beyond what was capable in the time period where the game is set.
This whole idea is a conceptual nightmare. I guess games set in periods prior to the invention of film are going to need to have mods to transcribe them into series of still paintings, pencil sketches,