Blooms are almost always a post-process, so by increasing or decreasing your gamma range/option in the menu will affect the bloom a great deal.
It helps stimulate radiosity in a really cheap way.
Your eyes need to focus on light bleeding after waking up or such, so it can be used nicely in certain story cases.
With that out of the way, yeah, I have no fucking idea what the guys with Syndicate were thinking. I mean seriously, is a Clamp and Power function too expensive for the PP? Not to mention light-beams which had more glare then looking directly at the sun...
It's actually the result of squinting down ironsights all day, eyes aren't used to being open and having that much light coming in.
Someone also took a belt-sander to the player's corneas.
In all sincerity, unless the art director was forced to do this by a higher up, this one's on them. For it to be so consistently overkill like this, it must have been intentional.
2006 never ended!
Bloom used to be cool when it was only applied to lights. That's how it was when it first started with Ico and Bridge Commander in 2001-2002... but applying to everything
is
just
argh
can it kill you to make a little buffer to render glowy stuff in for the bloom
Even worse is when bloom is referred to as "HDR" and that excessive bloom is a result of HDR...
I think the source engine (Lost Coast) had one of the better HDR techniques I've seen, it's was fairly subtle and approximated the dynamics of over exposure well. Post your favorite examples of HDR! (if you like)
I liked the way Bloom worked in Halo 3, where you'd step into some bright light (usually outside) and everything would be really bright for just a moment. Thought that was awesome. There's actually been times in Halo 4 where the bloom has made my eye's hurt.
I think the source engine (Lost Coast) had one of the better HDR techniques I've seen, it's was fairly subtle and approximated the dynamics of over exposure well. Post your favorite examples of HDR! (if you like)
I wish every engine handled HDR like that demo, it was nice, walking into a tunnel and your "eyes" adjusted as the well lit end of the tunnel became over exposed looking.
Bloom as an gfx effect does have it's uses, but god damn those screenshots.
Light bloom does happen in real life, at least with my eyes .
Most noticeable during nights when looking at those orange coloured street lights.
HAHAHA.. I stopped playing this about a third of the way through because it looked daft.. nice to know its not just me. The bloom was really getting in the way of the gameeplay.
Great read haha,yeah this looks like it was intentional indeed.Overkill.
Shame really ,cause what little texturework we still can see,is looking allright.No idea why they pushed the Post this far.
I gave up on the game after I got the the large staircases, and after looking up the issue that there wasnt any help to get, that WAS the game.
How the hell could the get past QA in the first place, I cannot understand. It doesnt look good at all, and you cant see the graphic at all. Another old game which got butchered by lame reboot...
looks like they forgot a very important part of bloom.... a threshold... you dont simply blur a screen and apply it ontop additively, you need to mask that by brightness which should also be affected by exposure
hahah thats funny, when I played the game i thought it looked fucking aweosme. its not supposed to look photoreal, it was an over the top scifi. some of those screens are off the hook but pretty biased examples. I was suprised how good the overall game looked, especially seeing as I was playing it on console. bloom has never bothered me really,especially in this case where it is a clear cut art direction choice.
Bloom is the new lens flare? I am pretty sure you are a few years too late :P.
I saw a recent gameplay video of FarCry and I was amazed at how much it looks like the FarCry instincts predator and how much bloom they have on it. The beach scene especially has so much bloom there you can not actually see the ground textures . Looks like it will be a fun game though.
Bloom is the new lens flare? I am pretty sure you are a few years too late :P.
I saw a recent gameplay video of FarCry and I was amazed at how much it looks like the FarCry instincts predator and how much bloom they have on it. The beach scene especially has so much bloom there you can not actually see the ground textures . Looks like it will be a fun game though.
I thought Chromatic aberration was the new bloom? O_o
man I can't keep up with you kids. :P
The problem is it was, Bloom is old, but people have started using it again with a vengeance.
Problem, many people think Bloom = HDR, but forget HDR is both adaptive to the amount of exposure a Scene has, and is contrasted from there on.
We also had that period of Beehive Pattern being the new Bloom. Even a post-apocalyptic game or two has them!
Chromatic Abberation is another big one we have, but it usually 1 or 2 game using is everywhere instead of everyone in the media.
If you really want to know what we kids all like nowadays, it's Lensflare! All the way from the favela's in Brazil to the centers in Tokyo, LF is the way to go baby!
My pet peeve of modern graphics is kludgy realtime ambient occlusion. Either do it properly when processing the assets/building lighting, or don't do it at all! I fail to see the appeal in smudgy black halos around everything, it just looks awful even when it's done right, which it rarely is.
Replies
Blooms are almost always a post-process, so by increasing or decreasing your gamma range/option in the menu will affect the bloom a great deal.
It helps stimulate radiosity in a really cheap way.
Your eyes need to focus on light bleeding after waking up or such, so it can be used nicely in certain story cases.
With that out of the way, yeah, I have no fucking idea what the guys with Syndicate were thinking. I mean seriously, is a Clamp and Power function too expensive for the PP? Not to mention light-beams which had more glare then looking directly at the sun...
Since the author of the article clearly does not grasp this subtle yet profound deepness, he clearly is not worthy of playing games of such calibre.
*adjusts hipster glasses*
Someone also took a belt-sander to the player's corneas.
In all sincerity, unless the art director was forced to do this by a higher up, this one's on them. For it to be so consistently overkill like this, it must have been intentional.
Pretty close match:
http://binbin.net/photos/generic/mis/missile-style-toggle-switch-cover-toggle-switch-cover-.jpg
Bloom used to be cool when it was only applied to lights. That's how it was when it first started with Ico and Bridge Commander in 2001-2002... but applying to everything
is
just
argh
can it kill you to make a little buffer to render glowy stuff in for the bloom
Even worse is when bloom is referred to as "HDR" and that excessive bloom is a result of HDR...
And yeah, gotta agree with the Lost Coast comment, that one really shined well.
I wish every engine handled HDR like that demo, it was nice, walking into a tunnel and your "eyes" adjusted as the well lit end of the tunnel became over exposed looking.
Light bloom does happen in real life, at least with my eyes .
Most noticeable during nights when looking at those orange coloured street lights.
Shame really ,cause what little texturework we still can see,is looking allright.No idea why they pushed the Post this far.
[ame="http://www.youtube.com/watch?v=UPbozLRU3so"]The Rolling Stones, Shine a Light - YouTube[/ame]
How the hell could the get past QA in the first place, I cannot understand. It doesnt look good at all, and you cant see the graphic at all. Another old game which got butchered by lame reboot...
looks like they forgot oops
that looks truely shit
Yep, coming out of that building into the courtyard was epic. the adaptive exposure was great.
So the best and the worst lighting is made in Sweden?
the witcher 2 did a very good job with the hdr and bloom settings imo.
I was refering to lost coast
I saw a recent gameplay video of FarCry and I was amazed at how much it looks like the FarCry instincts predator and how much bloom they have on it. The beach scene especially has so much bloom there you can not actually see the ground textures . Looks like it will be a fun game though.
man I can't keep up with you kids. :P
The problem is it was, Bloom is old, but people have started using it again with a vengeance.
Problem, many people think Bloom = HDR, but forget HDR is both adaptive to the amount of exposure a Scene has, and is contrasted from there on.
We also had that period of Beehive Pattern being the new Bloom. Even a post-apocalyptic game or two has them!
Chromatic Abberation is another big one we have, but it usually 1 or 2 game using is everywhere instead of everyone in the media.
If you really want to know what we kids all like nowadays, it's Lensflare! All the way from the favela's in Brazil to the centers in Tokyo, LF is the way to go baby!
(nicked from another thread on Polycount)