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pflenker a day ago

I skipped the text and looked at the images and was unable to understand if they were supposed to be bad or good examples. I liked them. Then k read through the text and learned that they are supposed to be bad examples.

But why though? I suspect that either I am not good at this kind of thing, or this is a purist thing, like „don’t put pineapples on pizza because they don’t do that in Italy“.

I don’t want games to look realistic. A rainy day outside looks gray and drab, there is nothing wrong with rainy days in games not looking like the real thing, but awesome and full of contrasts.

CupricTea a day ago | parent | next [-]

>I don’t want games to look realistic. A rainy day outside looks gray and drab, there is nothing wrong with rainy days in games not looking like the real thing, but awesome and full of contrasts.

In photography and cinematography contrast and color curves are near ubiquitously modified artistically to evoke a certain feeling. So even without 3D renderings added colors are adjusted for aesthetic over raw realism.

chihuahua a day ago | parent | prev | next [-]

I totally agree. The example pictures in the article look fine.

I don't know what the author wants, but perhaps it's some kind of industry insider view similar to where "true artists' make movies that are so dark you can't see anything, and the dialog is quiet mumbling and the sound effects are ear-shattering. Perhaps there's an equivalent to that in games.

dontlaugh 6 hours ago | parent | next [-]

It's the opposite. The author wants to be able to see the detail, as opposed to it being lost in crushed blacks and blown out whites.

astrange 21 hours ago | parent | prev | next [-]

I can see why people wouldn't like them - they're all oversaturated and most of them go for the cheesy "everything is teal and orange" or "everything is piss yellow" gradings. There's a quote I heard in a photography tutorial once that goes something like "once you've moved all the sliders to what you want, move them back 50%", and games basically don't that.

But the biggest problem with the screenshots is they literally aren't HDR. So how can we judge their HDR?

kllrnohj a day ago | parent | prev [-]

> I don't know what the author wants

If only they had written an article about what they wanted...

> but perhaps it's some kind of industry insider view similar to where "true artists' make movies that are so dark you can't see anything

Nope, it's not that.

xg15 6 hours ago | parent | prev | next [-]

I believe the author, but I'd also have liked some "before/after" comparisons, where the sane scene is shown with the actual, "bad" tone map and a fixed one.

You can get a bit of a feel for what the author meant though if you compare them with the "good" examples further below, in particular the Zelda one.

moribvndvs 8 hours ago | parent | prev | next [-]

The intro is basically “lol these are trashy and terrible and none of them could pass as even a mediocre film or photo”

They look fine to me and good, these aren’t films or photos, and you’ll need to convince me that they _should_ look like them.

astrange 21 hours ago | parent | prev | next [-]

Real life has a lot of sensations that games don't. A rainy/foggy day might look boring, but it feels nice to be out in (ideally). Well, that and computer audio is/can be about as good as humans can perceive, but displays are nowhere near it.

So both of these mean you have to jack up the sensation so people can feel something.

wkjagt a day ago | parent | prev | next [-]

From what I understood is that these are supposedly bad because they look like video games instead of photographs. Not sure what the problem with that is though. I'm fine with video games looking like video games.

mananaysiempre 10 hours ago | parent [-]

I also thought that, but then I scrolled down to the Breath of the Wild shot and got (part of) it: BotW has an awesomely rendered sky, whereas the CoD and to a lesser extent HZD ones have a desaturated, largely overexposed mess (despite all my affection for HZD). The Smaug shot is flawed in a similar manner.

And the photography comparison does come to mind immediately, because that kind of thing is in fact what you’ll get from a DSLR on a sunny day if you don’t know what you’re doing, and to some extent from a film camera too (I’m speaking about the sky only—the HZD shot has much too large a dynamic range to capture on a real camera without compositing). Photographers have a huge bags of tricks to deal with the problem, from taking photos in early morning light to darkening parts of a shot with a graduated ND filter to underexposing and fixing it up in post (before digital, that meant chemistry).

I think it is fair to hold games to this standard. It’s not that they have to look like photos. It’s that they shouldn’t have flaws in their look that have been recognized and solved for photos for more than a century.

diob a day ago | parent | prev [-]

Reminds me of how movies / shows these days have gotten so dark, when in the past even dark scenes were often lit in such a way as to show details.