In all seriousness though, just an option to turn it off for the rest of us would be great.
To expand on this post with my own thoughts, I think people should realize that video games are an interactive medium unlike any other type of art, and as such the players should have a (reasonable) say in how their games look in the same way they have a (reasonable) influence on how the game plays out.I've grown to appreciate chromatic aberration despite how silly it is (seriously, it's just offset R,G,B channels by like a few pixels); I have started to view it less as something that occurs in other technology, and rather an effect unto itself; like, grain. I fucking hate grain, right, but I realize people can appreciate the general aesthetic it brings.
Under no circumstances should games be released where you cannot choose to turn any of these off. Image quality is important, and these techniques disturb the integrity of image quality by their very nature (even in the case of sharpening, color and vibrancy is lost). But I'm done arguing against their inclusion on an optional basis, especially if the devs feel they're important in achieving a feel. It's just, their importance should not override user choice.
Feels like I need to be wearing 3D glasses lolOuter Worlds had hilarious implementation of it, the game had significant amount of CA in normal gameplay and would turn it up 1000% during slow mo mode, on top of distortion effect and changing the hue of the scene...as if messing up the image in one way wasn't enough to convey the shift in mode. Thankfully it can be removed on PC via ini edit, unfortunately consoles don't get these options most of the time. All games that do anything to significantly muck up the image should give the option to turn those effects off.
The said slow mo mode:
The art team decided this was their artistic vision and the best way to convey a bullet time mode, I totally disagree and think the art team was wrong. Just because they chose it and made the game does not mean they were right. And calling it out is not backseat game designing. Here's how the same thing looks without CA:
It's obviously different from "normal" mode as you can see a tinted hue and distortion around the edges, that's enough. Please tell me what was lost in terms of artistic vision and design in removing CA here.
As always, this is the answer. A lot of developers start out by overdoing the graphical 'fashion' of the day. Remember bloom?It depends on the implementation. In Bloodborne it was distracting, yet in DOOM 2016 I barely noticed it.
Besides the eyestrain, I'd say this is the second biggest reason why I don't like it. It's immersion breaking. You aren't experiencing the world and locations yourself now, the art director has decided you're watching events taking place in a film. In an interactive medium, that's fairly limiting.
Had the same experience. Lost my glasses one day, went into LensCrafters, got upsold on the featherweight ultra-durable anti-glare coated whatever lenses like a sucker. I specifically asked them if there was any sort of downside to those lenses, and they were like nope, all good. Didn't take long to notice the horrible chromatic aberration. I didn't really have time to get them redone right away, so I ended up ordering cheap 10 dollar glasses that ship from China. Those were much better, took the other glasses back and got my refund. Well after arguing with them for like 20 minutes of course. But hey, if your salespeople are gonna lie to me and you offer a 30-day refund, I'm taking the refund and I'm not giving you any more business.I once bought some glasses for about Ā£300 like a fool. They came with built-in chromatic aberration.
I had to explain it to the manager for about half an hour before they agreed to put in some good quality lenses. They didn't think I should be able to notice and were highly suspicious for some reason.
What the actual fuck, specsavers.
This is the key here really.I recently played the game Virginia (which, if I can editorialize for a moment, is a good game and is only .99 cents on Steam, so c'mon!). When I turned it on I could feel immediately it was 30 FPS. Upon going into the settings menu I found an option for 60 FPS and Unlimited; switching to either of these prompted the game to inform me that while I could this, the game wasn't designed not intended to be played that way. Usually I discard this information, but after playing a bit I realized that during uncapped framerate portions on my machine there were certainly oddities in the gameplay experience, not the least of which traversing stairs or moving down them being in some way dependent on framerate causing the player model to sometimes be lifted off the ground.
The point? The option was there. It actually did make the experience a bit worse, and the developer warned me, but the fact that the option was there is important and ultimately colors my entire experience. The bugs and everything due to messing about with that option are less annoying to me than would have been a 30 FPS cap.
Also, I think we should be clear, here: many modern day post-process effects are designed in modern engines to be toggle-able. It does not put an undue burden on developers to include these things, or make them optional. So the argument that would have been a goto a long time ago really just doesn't stand up to scrutiny anymore.
It made me legitimately sick to my stomach in DOOM 2016 (combined with the motion blur) which is to date the only 2D game to ever do soIt depends on the implementation. In Bloodborne it was distracting, yet in DOOM 2016 I barely noticed it.
It made me legitimately sick to my stomach in DOOM 2016 (combined with the motion blur) which is to date the only 2D game to ever do so
I meant 2D as in not VR, my bad.
Hello, my name is Jaded Alyx, and..... I don't mind chromatic aberration.
Do with me as you must.
Don't make me go oldskool and revert back to my old avatar from 2007!Neither Jade nor Alyx are in your avatar. This is an imposter!
I returned my copy of the game as soon as I found out it had CA you couldn't disable. I refuse to play it in this condition.
No Man's Sky uses it this way as a very subtle visor effect, most noticeable along the top edge of the screen, though after adding third-person view they kept it enabled for that viewpoint too for whatever reason. It can be disabled though so isn't an issue.Half-Life 3 should have Gordon Freeman wearing a badly adjusted pair of glasses.
There's your excuse for CA in a 1st person game.
Edit: and if you disable it the screen turns blurry. Your choice.
Maybe ray tracing will be the nasty image destroying tech, and developers will do things like spam moving coloured light sources and reflective surfaces like mirrors and puddles to show that they have ray tracing up and running in their game.I wonder what will be the next gen era mess? I'm hoping ray tracing will keep the devs busy enough for them not to implement some nasty image destroying tech.
The in-game lens frequently gets water splashed on, temporarily cracks among other things. The developers clearly uses the camera as lenses.There is no need for them to simulate the shittiest aspect of poor-quality lenses.
There is in fact no need for them to pretend that there's a lens there at all.
If your in-game "lens" could be hit by in-game objects and permanently cracked or broken, that would be an accurate simulation, and also widely acknowledged as being stupid and unnecessary. Chromatic aberration is similarly stupid and unnecessary.
I returned my copy of the game as soon as I found out it had CA you couldn't disable. I refuse to play it in this condition.
Oh wow I didnt know that...yeah thats just dumb that they added that inIt's complete trash. Just robs the game of detail for no particular reason. I get the idea of wanting to perhaps mask some of the artificial feel of game graphics, but TAA already does a nice job at blurrying everything enough for that, and it has the benefit of making the image very stable against shimmering and general aliasing. CA does that for no particular reason, and doesn't really help with shimmering.
Combining both is just overkill.
I'd never stop myself from playing a game I'd otherwise enjoy because of it, Bloodborne is my favorite game of all time, but it's always trash.
I'd really like to see an art director explaining their thought process on this, with specific examples. Just because I'm genuinely curious, because I just can't see the benefit. I'm not even against simulating cameras on principle, I love film grain and this kind of shit, but Chromatic Aberration accomplishes nothing that you wouldn't get from Film Grain + TAA.
Hell, the Darksiders remaster has Chromatic Aberration, how in the world is that part of the creative vision when the original game didn't have? It's more of a generational bandwagon, if anything.
Alien Isolation I'll accept as part of the art direction, as well as Cuphead. Bloodborne I suppose is, considering it's not a full screen effect, but I can't understand what they were trying to achieve at all. Some people mention "the dreamlike atmosphere", but Demon's Souls is way more "dreamlike" than Bloodborne and doesn't use it. So From knows how to achieve that airy look without CA.
I've hated it since Bloodborne, it looks awful.
But it's usually a toggle-able setting, so whatever.
Thank you. I hate it!
AA helps image quality. It reduces jaggies, which are an aberration of shapes rendered in a 3D virtual space.How do you feel about anti-aliasing OP? That's also a post-processing filter.
Thank you. I hate it!
AA helps image quality. It reduces jaggies, which are an aberration of shapes rendered in a 3D virtual space.
By its very definition an aberration is a negative thing. Just because it's "interesting" doesn't mean it's good.