Earlier quoted context omitted.
On the other hand, many games simulate lens flare too. I kind of wonder if there are not other "actually realistic" avenues that haven't been pursued. For example, simulating floaters. I also found it funny playing some first-person shooters in 3d and/or VR. Although it would make sense to have these effects when using a sniper rifle, you can use a sniper rifle without closing one eye! ha!
If a subject has floaters, they will be there when viewing a VR scene with goggles, and will move in the right ways when moving the head and eyes; there is no need to waste cycles on that.
Group f/64
21–27 of 27 posts
Re: Group f/64
#22ƒ/64 may give the maximum depth of field (if that's your smallest stop), but due to diffraction you generally get higher image quality at ƒ/8 or ƒ/11.
Re: Group f/64
#23ƒ/64 may give the maximum depth of field (if that's your smallest stop), but due to diffraction you generally get higher image quality at ƒ/8 or ƒ/11.
Re: Group f/64
#24Ironically, an ultra high depth-of-field isn't realistic. In computer graphics, simulating low depth of field (background and foreground blurred, while subject in focus) is a considered an advancement in realism.
On the other hand, many games simulate lens flare too. I kind of wonder if there are not other "actually realistic" avenues that haven't been pursued. For example, simulating floaters. I also found it funny playing some first-person shooters in 3d and/or VR. Although it would make sense to have these effects when using a sniper rifle, you can use a sniper rifle without closing one eye! ha!
I suspect the VR game isn't correctly simulating what this actually looks like, though.
Re: Group f/64
#25Ironically, an ultra high depth-of-field isn't realistic. In computer graphics, simulating low depth of field (background and foreground blurred, while subject in focus) is a considered an advancement in realism.
If you don't have good eye tracking, then rendering the entire scene in focus is most realistic, as whatever I look directly at will appear in focus and everything else is more peripheral and will be blurred a bit by my optical system anyway.
Re: Group f/64
#26ƒ/64 may give the maximum depth of field (if that's your smallest stop), but due to diffraction you generally get higher image quality at ƒ/8 or ƒ/11.
These chaps where dealing with much larger formats and their corresponding larger lenses typically, the usual rules of thumb you might be familiar with from the majority of digital interchangeable lens systems or 35mm film don’t always apply. f64 would be fine on 8x10, as one example, and was often used on this format.
Re: Group f/64
#27Ironically, an ultra high depth-of-field isn't realistic. In computer graphics, simulating low depth of field (background and foreground blurred, while subject in focus) is a considered an advancement in realism.
Games are trying to look more like movies, hence new technologies to simulate shallow DoF, lens flare, anamorphic lens artifacts etc. None of these really help make the game world look more like how a human might perceive them, they do all help make the game look like how a typical movie camera might have perceived the scene.
For sure shallow DoF simulation _could_ be used to try and make games more human perception like, but I don’t think I’ve ever seen the effect used this way - it’s virtually always used to simulate optical bokeh/out of focus areas to look more film like.