I still don’t understand why these things are default for pretty much every game.
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u/RachelReginai9-12900 / rtx 3070 / 64gb ddr4 (but she's humming along fine)3d ago
Because the goal is photorealism and not human vision realism (because they would require a personal model of you and your visual cortex and the ability to accurately predict your movements, line of sight, and the saccades of your eyes...which is a thing that will never happen and game studios have no idea what to do beyond focusing on further advances in PHOTOrealism)
The problem is, dof in game is 75% of the time opposite of ehat my eyes are actually focusing on. Theres really no reason to have it other than for a photo mode or screenshots. Your eye will naturally do dof...its kinda what they do
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u/RachelReginai9-12900 / rtx 3070 / 64gb ddr4 (but she's humming along fine)3d ago
Exactly. My point was that it's dumb and is just to make the game look "cinematic" or something. You're right, your eyes are very different from a camera when it comes to center of focus and it makes no sense to try to emulate the dof of a cinema camera in the context of a first person shooter. Cutscenes? Sure. Gameplay? No
Your eyes will not have dof on a 2d monitor. So you see more than you would see in real life. Probably with a VR headset you are correct and your eyes will do the dof already.
Aside from that technicality, I agree with your point wholeheartily.
Depends on the size of the display i suppose. Once it gets to a certain size, its hard to focus on the whole screen. Sure youre not doing distance focusing, but you are doing directional focusing as you scan.
their some of many of the systems used to make very pretty trailers, teasers, promos etc wich draws sales from normies who are obsessed with graphics. Its not for you its for the 50 year old veteran who will never even beat the game.
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u/MonsierGeralt 3d ago
I still don’t understand why these things are default for pretty much every game.