History Main / PostProcessingVideoEffects

25th Apr '16 11:15:12 AM CorahsUncle
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* Bloom: An effect that produces fringes of light around very bright objects in the scene. While this can affect human vision in certain conditions, it is generally implemented in ways that reproduce bloom effects on camera lenses and thus it is, strictly speaking, inappropriate unless the scene is intended to be viewed through a camera. Very common in early 7th generation video games, it was toned down or abandoned later on (contrast ''VideoGame/TheElderScrollsIVOblivion'' with ''VideoGame/TheElderScrollsVSkyrim'', both 7th gen games released 5 years apart, to see the difference).

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* Bloom: An effect that produces fringes of light around very bright objects in the scene. While this can affect human vision in certain conditions, it is generally implemented in ways that reproduce bloom effects on camera lenses and thus it is, strictly speaking, inappropriate unless the scene is intended to be viewed through a camera. Very common in early 7th generation 7th-generation video games, it was toned down or abandoned later on (contrast later: Contrast ''VideoGame/TheElderScrollsIVOblivion'' with ''VideoGame/TheElderScrollsVSkyrim'', both 7th gen 7th-gen games released 5 five years apart, to see the difference).difference.



* MotionBlur: Gives the illusion an object is moving faster than it really is, disguises [[http://img844.imageshack.us/img844/411/deadrising1.png screen tearing]] and low frame rates, and makes a game look like it's being filmed with a camera.

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* MotionBlur: Gives the illusion an object is moving faster than it really is, disguises [[http://img844.imageshack.us/img844/411/deadrising1.png [[https://en.wikipedia.org/wiki/Screen_tearing screen tearing]] and low frame rates, and makes a game look like it's being filmed with a camera.



* Gaussian blur: Can be applied to distant objects to disguise object pop-in, applied to edges as a cheap form of anti-aliasing, or overlaid on top of the original frame to [[http://www.alienskin.com/bokeh/images/examples/lens-sim/Flower-Gaussian-Blur.jpg simulate bloom]].

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* Gaussian blur: Can be applied to distant objects to disguise object pop-in, applied to edges as a cheap form of anti-aliasing, or overlaid on top of the original frame to [[http://www.alienskin.com/bokeh/images/examples/lens-sim/Flower-Gaussian-Blur.jpg simulate bloom]].bloom.



* [[VideoGame/TheElderScrollsIVOblivion Oblivion]] using high-end system settings: absolutely EVERYTHING is bloom-ed, with no logic whatsoever to it. Lower-end systems, unable to run that much bloom (or any bloom at all), get to experience a totally different-looking game. The logic is that it [[strike:covers up]] distracts from the flaws in the character models.
** VideoGame/{{Fallout 3}} and VideoGame/FalloutNewVegas tone it down considerably to match the post-apocalyptic setting, but it's still there. An easily found source is plasma-based weapons; both the plasma bolts they fire and the little glowy bits on the guns themselves all have bloom effects. All the Gamebryo engine games as well as [[VideoGame/TheElderScrollsVSkyrim Skyrim]] have user-made enhanced shader mods that usually have the goal of making light sources look more important in providing the actual light of an area; this usually results in the light sources giving off more intense but "smaller" bloom compared to the unmodified effect.

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* [[VideoGame/TheElderScrollsIVOblivion Oblivion]] ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'' using high-end system settings: absolutely EVERYTHING Absolutely '''everything''' is bloom-ed, with no logic whatsoever to it. Lower-end systems, unable to run that much bloom (or any bloom at all), get to experience a totally different-looking game. The logic is that it [[strike:covers up]] distracts from the flaws in the character models.
** VideoGame/{{Fallout 3}} ''VideoGame/{{Fallout 3}}'' and VideoGame/FalloutNewVegas ''VideoGame/FalloutNewVegas'' tone it down considerably to match the post-apocalyptic setting, but it's still there. An easily found source is plasma-based weapons; both the plasma bolts they fire and the little glowy bits on the guns themselves all have bloom effects. All the Gamebryo engine games as well as [[VideoGame/TheElderScrollsVSkyrim Skyrim]] have user-made enhanced shader mods that usually have the goal of making light sources look more important in providing the actual light of an area; this usually results in the light sources giving off more intense but "smaller" bloom compared to the unmodified effect.



* ''Day Of Defeat: Source'' uses Film grain between a player's death and his respawn, to evoke WWII films.

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* ''Day Of of Defeat: Source'' uses Film grain between a player's death and his respawn, to evoke WWII films.



** ''VideoGame/GrandTheftAutoSanAndreas'' and ''The Lost and Damned'' has several more examples. Film grain pops up in the former during rainfall, while the latter uses its wholly.

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** ''VideoGame/GrandTheftAutoSanAndreas'' and ''The Lost and Damned'' has have several more examples. Film grain pops up in the former during rainfall, while the latter uses its wholly.



* ''VideoGame/{{Cuphead}}'': Applies a film grain to help simulate the visual effects of a 1930's cartoon.

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* ''VideoGame/{{Cuphead}}'': Applies ''VideoGame/{{Cuphead}}'' applies a film grain to help simulate the visual effects of a 1930's 1930s cartoon.
25th Apr '16 10:59:38 AM erforce
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* ''VideoGame/TimeSplitters: Future Perfect'' features a few of these as unlockable options. One puts an "old silent movie" filter onto the gameplay, while another makes the gameplay look like an old 8-bit game. The latter is unconvincing, and neither is recommended for gameplay.

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* ''VideoGame/TimeSplitters: Future Perfect'' ''VideoGame/TimeSplittersFuturePerfect'' features a few of these as unlockable options. One puts an "old silent movie" filter onto the gameplay, while another makes the gameplay look like an old 8-bit game. The latter is unconvincing, and neither is recommended for gameplay.



* ''GearsOfWar'' has various post processing filters available in the options menu.

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* ''GearsOfWar'' ''VideoGame/GearsOfWar'' has various post processing filters available in the options menu.



* ''RockBand'' applies film grain, tone mapping, scan lines, blurs, mirrored images, deliberate frame-rate drops, and other effects to the background only, depending on the song.
* ''RollerCoasterTycoon'' 3. If you have Bloom turned on during the day, you can barely see the game. This was probably done to hide the lack of detailed models, but it makes it impossible to play the game for players who don't know they can turn it off.

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* ''RockBand'' ''VideoGame/RockBand'' applies film grain, tone mapping, scan lines, blurs, mirrored images, deliberate frame-rate drops, and other effects to the background only, depending on the song.
* ''RollerCoasterTycoon'' 3.''VideoGame/RollerCoasterTycoon 3''. If you have Bloom turned on during the day, you can barely see the game. This was probably done to hide the lack of detailed models, but it makes it impossible to play the game for players who don't know they can turn it off.
29th Nov '15 5:13:55 AM jormis29
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* ''[[JustCause Just Cause 2]]'' subtly changes the postprocessing depending on the environment. Red is emphasized in deserts and decreased in snowy areas, and in the former distant objects are more blurry.

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* ''[[JustCause Just Cause 2]]'' ''VideoGame/JustCause2'' subtly changes the postprocessing depending on the environment. Red is emphasized in deserts and decreased in snowy areas, and in the former distant objects are more blurry.
27th Oct '15 12:52:27 PM FF32
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* ''Franchise/MassEffect'', ''VideoGame/Left4Dead'' and ''Fahrenheit''/''IndigoProphecy'' all use Film grain. In ''Mass Effect'', the effect could be turned off in the options screen. ''VideoGame/ResidentEvil5'' had one that could be unlocked when the player completed the game. In ''VideoGame/Left4Dead'', there is a graphics setting for it, but it also fades out in bright areas automatically.

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* ''Franchise/MassEffect'', ''VideoGame/Left4Dead'' and ''Fahrenheit''/''IndigoProphecy'' ''VideoGame/{{Fahrenheit}}''/''Indigo Prophecy'' all use Film grain. In ''Mass Effect'', the effect could be turned off in the options screen. ''VideoGame/ResidentEvil5'' had one that could be unlocked when the player completed the game. In ''VideoGame/Left4Dead'', there is a graphics setting for it, but it also fades out in bright areas automatically.
17th Jun '15 10:18:46 AM TravisWells
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* ''GarrysMod'' has a menu for post-processing effects.
17th Jun '15 10:06:37 AM Retro7
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* ''VideoGame/{{Cuphead}}'': Applies a film grain to help simulate the visual effects of a 1930's cartoon.
24th May '15 4:41:06 PM nombretomado
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* ''HouseOfTheDead: Overkill'' also uses the "film grain" effect. You can change the intensity of it in the options.
* ''[[ModernWarfare Call of Duty 4]]'' had unlockable sepia and monochrome filters. Applying the sepia filter in the heavily tinted level taking place after a nuclear explosion would actually turn the colours close to their normal look.

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* ''HouseOfTheDead: ''VideoGame/HouseOfTheDead: Overkill'' also uses the "film grain" effect. You can change the intensity of it in the options.
* ''[[ModernWarfare ''[[VideoGame/ModernWarfare Call of Duty 4]]'' had unlockable sepia and monochrome filters. Applying the sepia filter in the heavily tinted level taking place after a nuclear explosion would actually turn the colours close to their normal look.
8th Jun '14 5:24:19 PM TastySauce
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* ''NieR''. Oh GOD NieR. I dare you to leave a dark area into a bright area without squinting/covering your eyes because of the bloom.

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* ''NieR''. Oh GOD NieR.''VideoGame/{{NieR}}''. I dare you to leave a dark area into a bright area without squinting/covering your eyes because of the bloom.
5th Jun '14 2:51:41 PM AnotherGamer
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* ''VideoGame/BreathOfFireDragonQuarter'' uses an ever-so-subtile static filter during most of the gameplay to give the appearance of being viewed through an aged CRT monitor, as is fitting for the game's setting.

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* ''VideoGame/BreathOfFireDragonQuarter'' uses an ever-so-subtile static filter during most of the gameplay to give the appearance of it being viewed through an aged CRT monitor, as is fitting for the game's [[AfterTheEnd setting.]]
22nd Apr '14 7:54:57 AM CommunistBob
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Added DiffLines:

* You can add a bunch of various post-processes manually in [[VideoGame/GarrysMod Garry's Mod]]
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