Remix.run Logo
kevingadd a day ago

One problem with photorealism is a lot of players are on bad displays, or in bad viewing environments. Games often take this into account in their visual direction so that they will be more legible in these different environments. It used to be even worse when designing a game for say the Gameboy Advance or original Nintendo DS where you knew the screen wasn't backlit or wasn't particularly bright so your images needed to be bright and colorful. Even now, a Nintendo Switch game might be played on the bus.

For big budget games the solution for this is typically to have brightness calibration when the game first boots up, but the game itself still needs to be designed adaptively so that it's not Too Dark or Too Bright at critical points, otherwise the playability of the title is jeopardized. This runs counter to a goal of photorealism.

PaulHoule a day ago | parent [-]

I made thermal prints (receipt printer) of concept art from Pokémon Sun and Moon for the Nintendo 3DS and Switch, like this one

https://safebooru.org/index.php?page=post&s=view&id=1821741

and found they did really well because the art was designed to look good on bad screens and poor viewing conditions. I think of it in terms of Ansel Adam's Zone theory in that the ideal image is (1) legible if you quantize it to 11 tones of grey (looks OK printed in the newspaper), but (2) has meaningful detail in most or all of those zones.

I'm kinda disappointed that the Nintendo 3DS version didn't use the stereo effects but they would have had to decided if her hair forms a sheet or a cone.