I want to make it clear as I begin that I'm not trying to start a big fight (if one is possible) with this post.
I am curious as to what people think about the "Valve Goes Cinematic" article that was posted on HardOCP a little while ago. I, for one, am a bit conflicted as to what my thoughts are. I am all for making games look better and I hope these tools can be used to create more immersive environments. However, I see some problems, as mentioned in the article. Maybe I want to look an a poorly detailed rock, how will the game engine know to bring it into focus? What if there is lots of stuff happening all over the place? What if I'm looking somewhere other than where my gun is pointed? I see some of these blur effects as being prohibitive to realism. I know if I were in a real-world room with hostiles I'd want my vision to be crystal clear over my entire vision, I wouldn't focus my vision on a specific point while losing focus on the surroundings. I guess this all depends on the implementation that the hardware/software developers go for, but I'm not sure it can be done in a truly natural fashion.
I must say that the Color Correction could be a great thing to set tones for a scene or create lighting transitions, etc. The film grain doesn't seem very useful, maybe only for period pieces or odd situations, but not a common thing. Right? Wrong?
My other problem with this is that is has not worked before. 3dfx tried it back in the day to no success. Obviously there were problems with 3dfx, but the community never caught on to their cinematic ideas, so what makes Valve different? 3dfx's implemenation could be argued that it is a proprietary technology and thus was not wise to support, however, couldn't the same thing be said for this new stuff since it needs Source? How open will these technologies be for others to use? Are these going to be a part of OpenGL/Directx?
Sorry if the above is random and/or jumbled, I just typed as I was thinking (a deadly combination, I know).
I am curious as to what people think about the "Valve Goes Cinematic" article that was posted on HardOCP a little while ago. I, for one, am a bit conflicted as to what my thoughts are. I am all for making games look better and I hope these tools can be used to create more immersive environments. However, I see some problems, as mentioned in the article. Maybe I want to look an a poorly detailed rock, how will the game engine know to bring it into focus? What if there is lots of stuff happening all over the place? What if I'm looking somewhere other than where my gun is pointed? I see some of these blur effects as being prohibitive to realism. I know if I were in a real-world room with hostiles I'd want my vision to be crystal clear over my entire vision, I wouldn't focus my vision on a specific point while losing focus on the surroundings. I guess this all depends on the implementation that the hardware/software developers go for, but I'm not sure it can be done in a truly natural fashion.
I must say that the Color Correction could be a great thing to set tones for a scene or create lighting transitions, etc. The film grain doesn't seem very useful, maybe only for period pieces or odd situations, but not a common thing. Right? Wrong?
My other problem with this is that is has not worked before. 3dfx tried it back in the day to no success. Obviously there were problems with 3dfx, but the community never caught on to their cinematic ideas, so what makes Valve different? 3dfx's implemenation could be argued that it is a proprietary technology and thus was not wise to support, however, couldn't the same thing be said for this new stuff since it needs Source? How open will these technologies be for others to use? Are these going to be a part of OpenGL/Directx?
Sorry if the above is random and/or jumbled, I just typed as I was thinking (a deadly combination, I know).