| ▲ | dahart a day ago |
| Our eyes absolutely blow out whites in the sun. Doubly so when looking at the sun or even reflections immediately after being in the dark for a while, and when looking at bright that is very near dark in your visual field. I’m not necessarily arguing games should imitate cameras, I really only think over-compressing the dynamic range is bad, and I don’t understand why the author is arguing for that. |
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| ▲ | mystraline a day ago | parent | next [-] |
| > Our eyes absolutely blow out whites in the sun. Do you have a new technique to decode eye-brain perception in terms of how we perceive visual signals? Do you have a paper indicating how you make this claim for everyone? |
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| ▲ | dahart a day ago | parent [-] | | Do you really need a paper? It’s well known that looking at the sun does damage to rods and cones, because it far exceeds their response range, long before perception gets involved. | | |
| ▲ | mystraline a day ago | parent | next [-] | | 'In the sun' != 'at the sun' And you completely miss what I'm asking too. Chemical reactions in the rods and cones are only a small portion of vision processing. The rest is in the brain, with a great deal of various processing happening, that eventually comes to cognition and understanding what you see. And parts of the visual cognition system also synthesize and hallucinate vision systems as well, like the vision hole where the optic nerve meets the eye. But cognitively, the data is there smeared across time and space (as in a SLAM algo putting the data where it should go, not what is measured). | | |
| ▲ | dahart a day ago | parent [-] | | What, exactly, is relevant about the perception and cognition systems if the signal from rods and cones is clipped or distorted? By ‘blown out’ we are talking about the rods and cones being saturated and unable to respond meaningfully. Your question doesn’t make sense, and I’m neither making claims about nor arguing over what happens in the perceptual system to bad/saturated inputs. I don’t know what you mean by ‘in the sun’ != ‘at the sun’. I’m the one who said ‘in the sun’ and I was talking about staring at the sun. I’m not sure what your point is, but if you’re trying to say that a game render of looking at the sun is different than the experience of actually looking at the sun, then I wholly agree. A game will (rightly and thankfully) never fully recreate the experience of looking at the sun. If you’re trying to defend &carlosjobim’s claim that human vision doesn’t have an absolute upper luminance limit, then I think you need to back that claim up with some evidence. |
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| ▲ | NewsaHackO a day ago | parent | prev [-] | | Woah, the sun is bright? How do you know this is true for everyone? Do you have a peer reviewed RCT paper posted in a high impact journal confirming this? |
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| ▲ | carlosjobim a day ago | parent | prev [-] |
| It's a cloudy day here and I'm within my rather dimly lit office. If I look out the window, it is no problem to see clouds in all their details, and I don't loose any details within the darker environment in the room. A camera will either blow out the entire sky outside the window to capture the details in the room - or make the room entirely black to capture the details of the sky through the window. I mean, most people reading our comment thread here have their smart phone by their side and can instantly verify that eyes do not blow out whites or compress blacks like a camera. The dynamic range of our eyes is vastly superior to cameras. So aiming to imitate cameras is a mistake by game developers. Of course, staring straight into the sun or a very bright light or reflection is a different matter. |
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| ▲ | dahart a day ago | parent [-] | | The first three pictures in the article have direct sun visible in the sky and not clipping. I was referring to that. The sun itself does blow out when you look directly at it, but please don’t spend time staring at the sun as it will damage your eyes. The dynamic range of human eyes is not vastly superior to cameras. Look it up, or measure. It’s easy to feel like eyes have more range because of adaptation, foveation, iris, etc. Again, I didn’t argue that games should imitate cameras. But that would be better than what we have in games; movies look way better than the game screenshots in this article. | | |
| ▲ | carlosjobim 11 hours ago | parent [-] | | I can compare my eyes to a camera everywhere I go, because I carry a smartphone in my pocket. And so do most people. My eyes can handle scenes with varying brightness much better than any camera, and the reason is probably that cameras have to take still pictures while the eyes receive a continuous feed. Even shooting film or video, cameras still work by a series of still pictures. > Again, I didn’t argue that games should imitate cameras. But that would be better than what we have in games; movies look way better than the game screenshots in this article. I agree, but movie makers take care to avoid having visible over or under exposure in scenes. And they do other things that take away from realism, but makes the movie better looking. If they aimed for total realism, any movie would just look like a soap opera. |
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