Appealing to a graphic preference
#1
Posted 21 August 2008 - 06:53 AM
Now I personally highly favor the second approach. When playing I game I'll happily turn the resolution down to 800x600 (even without AA) and max out every other setting. A whole lot of other gamers I've seen on the other hand would rather stick their face in acid than play a game at 1024x768. They turn down all the settings to low (as is practical) and max out the resolution. These are the same people that acted like they would take hunger strike protests to Unreal Tech for not including AA in dx9 games.
Anyway enough ranting on that. Which do you prefer and which do you think is the most prevailant opinion?
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#2
Posted 23 August 2008 - 03:41 AM
#3
Posted 23 August 2008 - 04:44 AM
Jare said:
Since most games use texture render targets now-days, I wish they would give you the option of linear filtering on the final framebuffer. I know it makes things blurrier, but at the low resolutions the "pixel popping" can get real hard on the eyes. Especially for much grittier graphics like in GoW. And plus, with as blurry as graphics are today anyway, I doubt it would make too much difference ;)
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#4
Posted 24 August 2008 - 08:57 AM
starstutter said:
Since most games use texture render targets now-days, I wish they would give you the option of linear filtering on the final framebuffer. I know it makes things blurrier, but at the low resolutions the "pixel popping" can get real hard on the eyes. Especially for much grittier graphics like in GoW. And plus, with as blurry as graphics are today anyway, I doubt it would make too much difference ;)
I'm not sure I follow your comment on the framebuffer... you mean having a low res framebuffer that is then stretched to a higher res screen with filtering? You can let the LCD do that for you. :) (as long as the game lets you set the screen aspect ratio independently of the resolution, which should be mandatory these days)
#5
Posted 01 September 2008 - 11:34 AM
#6
Posted 01 September 2008 - 03:44 PM
Certa said:
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#7
Posted 01 September 2008 - 04:44 PM
but hiresolution and good framerate would be good for online sport, u reckon.
i even think putting the screen through a 0 stretch magblend on a triangle puts a little effect there that can hide possible inconsistencies, cause all the pixels offset by half a pixel when you put it through the triangle. its a bit like fake AA.
#8
Posted 01 September 2008 - 05:30 PM
rouncer said:
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#9
Posted 01 September 2008 - 06:25 PM
#10
Posted 01 September 2008 - 10:44 PM
starstutter said:
That's why a lot of games nowadays deliberately include a film-grain postprocessing effect, or even use dithering to some extent, to add a little noise and hide the "smoothness" of CGI. :yes:
#11
Posted 02 September 2008 - 12:42 AM
Regardless, I prefer to play at a medium resolution. Something that I usually judge what the game was designed to be played in. Usually it's 1024x768 with 4xAA. I find the mid-resolution combined with anti-aliasing gives the most pleasing picture quality.
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#12
Posted 02 September 2008 - 01:47 AM
Reedbeta said:
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#13
Posted 02 September 2008 - 07:00 AM
There are tons of ways to apply dither. The classic case is making it appear as though the image color depth is higher than it really is (e.g. simulating an 8-bit per channel image using only 2 or 3 actual bits per channel). But its general effect is to turn aliasing into noise, and so you can apply it in any situation where you have a limited number of samples and want to make it seem like there are more. It's almost a form of Monte Carlo, only instead of random numbers you use a repeating pattern of well-distributed noisy numbers.
#14
Posted 02 September 2008 - 02:35 PM
Reedbeta said:
I may want to consider that as a nice post-process option
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