this post was submitted on 24 Dec 2025
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[–] pixeltree@lemmy.blahaj.zone 9 points 2 days ago
[–] IronBird@lemmy.world 4 points 2 days ago

it hides low quality animation

[–] Redacted@lemmy.zip 54 points 3 days ago (1 children)

God fucking damn do i hate bloom stop putting bloom dialed up to a million in your game i want to SEE the fucking GAME not the SUN

[–] mika_mika@lemmy.world 6 points 3 days ago (2 children)

I love bloom. Put bloom in more games. I want my game world to glow.

[–] pixeltree@lemmy.blahaj.zone 3 points 2 days ago* (last edited 2 days ago)
[–] SCmSTR@lemmy.blahaj.zone 19 points 3 days ago (1 children)

Just put the grease on your own eyeballs and sit really close.

[–] NihilsineNefas@slrpnk.net 4 points 2 days ago (1 children)

I've already got astigmatism I don't need any more halos on lights when my eyes do it automatically :D

[–] SCmSTR@lemmy.blahaj.zone 1 points 2 days ago (1 children)

Oh hold on. Lens flares though, I love lens flares.

[–] NihilsineNefas@slrpnk.net 2 points 2 days ago (1 children)

See now that's just a cinematic choice

[–] SCmSTR@lemmy.blahaj.zone 2 points 2 days ago

Hahaha oh yes.

[–] brap@lemmy.world 58 points 3 days ago (1 children)

Agreed. Motion blur, chromatic aberration, film grain, and other variants on the theme I just don’t like.

[–] cloudless@piefed.social 15 points 3 days ago (1 children)

Along with "CRT filter" in some retro-style games. I am okay with them being optional, I just wish they were off by default.

[–] 9point6@lemmy.world 39 points 3 days ago* (last edited 3 days ago) (14 children)

That's actually the one I'm entirely on board with

Many retro games were designed to be viewed on a composite (or worse) signal CRT (particularly 8/16-bit consoles). They take advantage of the characteristics of those technologies to act as a final expected phase of image "processing". (It's a physical effect so not actually processing)

The games were never meant to be played with sharp, hard pixels. The lines were supposed to blur a bit to create a sum greater than the parts and create additional chroma and luma resolution that isn't possible with the console hardware in isolation.

OTOH it actually has to be a good filter that mimics these characteristics correctly, if it's just basic 1px scanlines and nothing else I'm probably not gonna use it

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[–] RememberTheApollo_@lemmy.world 5 points 2 days ago* (last edited 2 days ago) (2 children)

Depends on the game. Is it a game where I’m there for the scenery? Crank it all up. I want to see the world they created.

Is it a competitive game? I change everything for best balance of FPS and opponent visibility without making it too ugly. Motion blur, camera shake, film grain, music, cam animations like a roll after jumping from a height, all that unneeded stuff is immediately gone. I spend a couple days digging through recommended configs online to find the right changes that suit me.

[–] Fleur_@aussie.zone 9 points 2 days ago

Why would you want motion blur in a game where looking at the scenery is the appeal?

[–] pixeltree@lemmy.blahaj.zone 6 points 2 days ago

Lol motion blur makes it harder to see the scenery lol.

Screen shake gets turned off. If there's a setting for flashing or strobe that gets turned off as well.

[–] cobalt32@lemmy.blahaj.zone 8 points 2 days ago (1 children)

In first-person games, FOV 100°. Much less than this and it feels impossible to see what's going on, like I'm looking through binoculars.

For VR games, I always have to turn off the "comfort settings" (vignette, snap turn, etc). They're super jarring, and make me feel sick almost immediately.

That stopped me from playing OG borderlands for a long time til I found the FOV fix. Its always first on my list. Motion blur being second.

[–] emb@lemmy.world 18 points 3 days ago (1 children)

I always turn subtitles on. I've played a handful of games with spatial audio, where NPCs are doing the walk and talk thing, sometimes being far enough away I can't hear. Subtitles make sure I don't miss the silly filler dialogue.

Also always invert the camera vertically. Early on, my brother explained how GoldenEye or Pilotwings or something, up looks down and down looks up. Now I'm married to that idea years later. Mainly in first person. I forget which way is natural in 3rd person, so I just invert for consistency there.

[–] SCmSTR@lemmy.blahaj.zone 6 points 3 days ago (1 children)

I invert y-axis in first person, but in third person with a joystick i invert x-axis too. The way that makes sense to me is the joystick controls the orbit of the camera. I know this is insane, but like you, I'm also married to the idea. I think maybe it depends on if it's a shooter or an arpg like kingdom hearts where one joystick moves the character and the other joystick moves the camera.

[–] gazter@aussie.zone 2 points 1 day ago (1 children)

I've heard it explained with the joystick controlling the head of the character.

Imagine a joystick sticking out of the back of their head. That's your controller joystick.

[–] SCmSTR@lemmy.blahaj.zone 1 points 1 day ago* (last edited 1 day ago)

Yeah that's kind've how it works, but for me, I guess the closest I describe how I imagine it is Lakitu from sm64 literally orbiting the player

[–] 9point6@lemmy.world 20 points 3 days ago (2 children)

Some people apparently prefer it for low frame rates

I've never understood it myself

[–] theunknownmuncher@lemmy.world 8 points 3 days ago

It can help "smooth" terrible FPS to perceive less shittiness, but you're already in a pretty unideal situation if you need to use it that way.

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[–] SCmSTR@lemmy.blahaj.zone 11 points 3 days ago (1 children)

Mouse acceleration off, mouse sensitivity all the way down, mouse smoothing off, raw mouse input on, dlss off, resolution scale 100%+, anti aliasing off, invert mouse y-axis on.

[–] Alexstarfire@lemmy.world 3 points 2 days ago (6 children)
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[–] Kolanaki@pawb.social 11 points 3 days ago* (last edited 3 days ago) (6 children)

It makes it more "cinematic."

Literally the only reason for it to exist I ever heard from game designers.

As far as I am concerned, it does not need to exist; your eyes and brain will create motion blur even without the game itself making it blurry when you move.

I also hate depth of field (again, brain will do this automatically it doesn't need to be simulated), film grain, chromatic aberration (unless I am a robot or literally using a camera), and vignetting (seriously, why does everything have to have a vignette? It only makes sense in a 1st person game where there is something on my face, but they throw this shit onto everything. RDR2 can't even turn it off so thr corners of the screen are basicslly just black the whole time and it looks ugly).

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[–] sylver_dragon@lemmy.world 11 points 3 days ago

Yup, motion blur goes off, bloom gets cranked way, way down (a tiny bit I'm ok with), chromatic aberration, film grain, or basically any filter meant to imitate the effects of older camera technology gets shit-canned. FoV usually needs to get cranked up, music volume is pushed down to 50% or lower. After that it's usually a dance of getting mouse/controller sensitivity adjusted and min-maxing the graphics settings a bit to have good graphics and ok framerates. Then there is the final key-bindings adjustments, though those often take a while of gameplay to sort out.

[–] theunknownmuncher@lemmy.world 12 points 3 days ago (3 children)

Motion blur always off, no exceptions.

Vsync always off, no exceptions.

[–] just2look@lemmy.zip 11 points 3 days ago (4 children)

I'm really curious why you would turn vsync off. I know in competitive gaming it can possibly be a detriment, but aside from a very tiny amount of delay what is the downside?

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[–] KaRunChiy@fedia.io 10 points 3 days ago

Anisotropic filtering to 16x. It will generally improve your FPS, modern gpu drivers optimize the fuck out of it and it generally works faster than normal texture lookups while also looking better. On one of my old laptops (its from 2016) the FPS in my program would double when aniso was turned up because the slow ram access times from the iGPU would fuck the performance

[–] poissonDistribution@lemmy.world 10 points 3 days ago (2 children)

Motion blur adds a touch of realism to images as it mimics how a camera sensor captures motion according to its shutter speed. It also helps imitating how human eyes work, try to wave your hand in front of your face and you'll see something very similar to motion blur.

[–] cloudless@piefed.social 23 points 3 days ago (4 children)

My human eyes create motion blur just by objects moving on the screen, there is no need for additional blur.

I don't see how it adds realism.

[–] Asetru@feddit.org 32 points 3 days ago

My human eyes create motion blur just by objects moving on the screen, there is no need for additional blur.

They don't because those objects don't move. You look at static images. Objects that would move fast enough to create a motion blur for your eyes rather create weird optical illusions.

Like, I get that you dislike the fake motion blur effect, so do I. But your eyes don't compensate as the screens and games have refresh rates and don't move anything in between frames.

[–] tiramichu@sh.itjust.works 11 points 3 days ago* (last edited 3 days ago)

I also dislike motion blur and turn it off because it gives me a headache, but let's not pretend that motion blur doesn't do anything at all, because it does.

Motion blur happens in real life when an object moves quickly through our field of view and the image smears on our retina. But the effect is different depending on speed and distance; a car whizzing right past you appears blurred, but watching that same car at the same speed when you are standing 200 meters away is not blurred, because the car occupies less of your field of view and so moves relatively slower across it - slow enough to not blur.

To get one thing out of the way, old LCD monitors especially (but even some newer monitors) can intrinsically suffer from what looks like motion blur, which is when the monitor can't update quick enough and moving objects leave a kind of ghosting or smearing effect behind them. High quality screens however will have very little noticeable intrinsic blurring.

Assuming a decent screen then, motion doesn't intrinsically blur - not always. Sufficiently quick events will indeed still look blurred due to natural human eyeball motion blur, but lots of things that would blur in real life might not. The car whizzing right past you won't necessarily appear blurred at all, because what in the game represents to your player character a very close and fast movement is on screen perhaps relatively much slower and further away from the perspective of the human sat at the desk looking at it on a monitor, and so doesn't read as blurred to our eyes in the same way.

So, motion blur in games is an attempt to take movements that would look blurry in real life, and apply artificial blur to make them blurry on the screen.

I don't personally like in-game motion blur, and even if it didn't give me a headache I'd still turn it off for stylistic preference reasons, but it is a real thing, and does try to achieve something specific.

[–] Slotos@feddit.nl 10 points 3 days ago

Nothing’s moving on the screen. You’re reconstructing movement from a series of still images.

Motion blur—when it’s implemented with understanding of why it works—provides additional information about speed and direction of movement in a way that your brain is naturally apt to deal with.

Without motion blur, you need at least two frames to figure out direction of movement. With it, you’ll have enough information to start priming response in one frame. And consistent pattern of priming actions and successfully executing them translates into a physically satisfying experience.

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[–] theunknownmuncher@lemmy.world 8 points 3 days ago

Motion blur adds a touch of realism to images as it mimics how a camera sensor captures motion according to its shutter speed.

Yeah but this is only realistic and appropriate in specific situations, for example motion blur would be appropriate in a racing game.

In something like a first person shooter, blurring the whole screen as you turn/pivot looks ridiculously bad and is incredibly immersion breaking. Your eyes don't do that at all, your brain just cuts out your perception as you move the focus of your attention.

[–] Dagnet@lemmy.world 7 points 3 days ago

High quality motion blur actually looks quite decent. Almost no game has that tho

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