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 No.27624

Tlou2
Dark souls 2
And rainbow 6 look so much better in the trailer for one reason, the lighting. Same goes for unrecorded. Games use ambient lighting way to fucking much and rarely will you be in any space that’s genuinely dark in a natural sense since that hides shit the player needs to see for gameplay purposes but in the end games look generally way fucking worse no matter how advanced the graphics are. Which makes me question how can games use ambient lighting less to make games look significantly better…

sad

 No.27626

File: 1683608933609-1.jpg (398.95 KB, 1920x1080, Doom 3 bathroom.jpg)

File: 1683608933609-2.jpg (86.23 KB, 1200x675, FEAR elevator.jpg)

>>27624
Yeah, its lazy and it sucks. Thats why some of the older games like Half-Life 2, Doom 3 and FEAR look so favorable compared to even some of the newer titles, because they used ambient lighting sparingly if ever and instead used static and dynamic light sources to light levels up and made use of various lighting tricks like chiaroscuro to create mood in their scenes.

 No.27630

>>27626
It’s not even just that it’s the colour choice
Take a look at this frame from fear and compare it to an ordinary screenshot of dying light 2s map, far cry 6, and watch dogs legion. If the UI for fear was disabled this image would look convincing but with the new games they have so many over saturated colours that it looks fake. Maybe this was for stylistic reasons so these games could consistently look good in the future but for me I hold the sentiment that it just makes these games look cartoonish similar to Fortnite

 No.27633

File: 1683640599787.png (306.91 KB, 640x361, ClipboardImage.png)

It's a fixed capital vs variable capital thing. It's simply more labor intensive to set up the kind of lighting you want, which imitates the lighting techniques of film crews and tries to carefully select the proper light for each important element. Ambient lighting lets you drop your light sources into the level and let the computer do all the work. It might be more "realistic" but that's not the same as looking good. A lot of people focused on graphics tend to think of video games more as visual simulations than as visual art.

There's a bit from the Lord of the Rings commentary tracks where Elijah Wood talks about a conversation he had with the lighting guy about a particular scene. The scene involves a close-up on Frodo's face as he's facing a wall, with the camera being positioned "inside" the wall. Wood observed that in that position his face should be too dark for the camera to see anything and jokingly asked the lighting guy where the light's coming from. He replied "the same place as the music."


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