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** ''WesternAnimation/TheCupheadShow'' does this as well (while also adding in gate weave/telecine wobble) for a similar effect.



** ''CompilationRerelease Sonic Origins'' also features similar CRT filters through the use of a GameMod called [[https://gamebanana.com/mods/385416 "Origins Blur Fix"]].

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** ''CompilationRerelease ''[[CompilationRerelease Sonic Origins'' Origins]]'' also features similar CRT filters through the use of a GameMod called [[https://gamebanana.com/mods/385416 "Origins Blur Fix"]].


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* Creator/StudioGhibli's digital films (starting with 1999's ''Anime/MyNeighborsTheYamadas'') have film grain and gate weave effects to make them resemble retro anime done on 35mm, or the 35mm prints the films would have been shown in theatres. Even their AllCGICartoon ''Anime/EarwigAndTheWitch'' has this effect applied. This also gives a {{Retraux}} effect that has become a part of Studio Ghibli's SignatureStyle.
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** ''CompilationRerelease Sonic Origins'' also features similar CRT filters through the use of a GameMod called [[https://gamebanana.com/mods/385416 "Origins Blur Fix"]].
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* DepthOfField: Near or far objects blur away, depending on where you're focusing.

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* DepthOfField: Near or far The span of distance along the shot axis in which objects blur away, depending on where you're focusing.will be in focus.
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* GaussianBlur: 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 simulate bloom.

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* GaussianBlur: {{Gaussian|Girl}} 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 simulate bloom.
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* Depth of Field: Near or far objects blur away, depending on where you're focusing.
* 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 simulate bloom.

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* Depth of Field: DepthOfField: Near or far objects blur away, depending on where you're focusing.
* Gaussian blur: GaussianBlur: 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 simulate bloom.
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* ''VideoGame/{{Minecraft}}'' features plenty of [[https://minecraft.gamepedia.com/Shaders shaders]] that could be applied with "Super secret settings" button (introduced in version 1.7.2 then removed in 1.9) or by spectating from the viewpoint of spiders (five eyes separated by blur), creepers (green filter) or Endermen (inverted colours).

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* ''VideoGame/{{Minecraft}}'' features plenty of [[https://minecraft.gamepedia.com/Shaders wiki/w/Shaders shaders]] that could be applied with "Super secret settings" button (introduced in version 1.7.2 then removed in 1.9) or by spectating from the viewpoint of spiders (five eyes separated by blur), creepers (green filter) or Endermen (inverted colours).
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* ''WesternAnimation/StarTrekLowerDecks'': In "[[Recap/StarTrekLowerDecksS1E09CrisisPoint Crisis Point]]", the ''Crisis Point'' holomovie has a deliberate film grain effect to evoke old fashioned reel-fed theatrical movies, even including [[https://en.wikipedia.org/wiki/Cue_mark cue marks]].
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* ''VideoGame/GrandTheftAuto
** ''VideoGame/GrandTheftAutoIV'' has a number of tone mapping filters applied between buildings. You can notice the entire world change colour outside as you step inside certain buildings.
** ''VideoGame/GrandTheftAutoSanAndreas'' and ''The Lost and Damned'' have several more examples. Film grain pops up in the former during rainfall, while the latter uses it wholly.

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* ''VideoGame/GrandTheftAuto
''VideoGame/GrandTheftAuto''
** ''VideoGame/GrandTheftAutoIV'' has a number of tone mapping filters applied between buildings. You can notice the entire world change colour outside as you step inside certain buildings.
buildings. ''The Lost and Damned'' uses film grain wholly.
** ''VideoGame/GrandTheftAutoSanAndreas'' and ''The Lost and Damned'' have has several more examples. Film grain pops up in the former during rainfall, while the latter uses it wholly.each region (cities and countrysides) has a different tonemap, and in hotter locations like Los Santos and Bone County's desert, there's heat distortion everywhere.

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Indentation


* ''VideoGame/GrandTheftAutoIV'' has a number of tone mapping filters applied between buildings. You can notice the entire world change colour outside as you step inside certain buildings.
** ''VideoGame/GrandTheftAutoSanAndreas'' and ''The Lost and Damned'' have several more examples. Film grain pops up in the former during rainfall, while the latter uses its wholly.

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* ''VideoGame/GrandTheftAuto
**
''VideoGame/GrandTheftAutoIV'' has a number of tone mapping filters applied between buildings. You can notice the entire world change colour outside as you step inside certain buildings.
** ''VideoGame/GrandTheftAutoSanAndreas'' and ''The Lost and Damned'' have several more examples. Film grain pops up in the former during rainfall, while the latter uses its it wholly.
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* ''VideoGame/FinalFantasyXIV'' uses bloom in places when needed and there's depth of field used in cutscenes. In the [[spoiler: Mt. Gulug dungeon]], the second half of the dungeon is white marble with gold accents. Originally, the white was very blinding due to the bloom, which made it difficult for players to read incoming AOE attacks from enemies. The developers heavily toned it down in a later patch by making the white more of a gray white so that the area is less blinding.

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Adding additional examples for Mass Effect and Bio Shock Infinite.



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* ''[[VideoGame/BioShockInfinite BioShock Infinite]]'' uses tone-mapping to a grayscale/dark mood palette when you first approach the Fraternal Order of the Raven, and keeps that tone map until you leave that portion of the map walk toward the center of the quad. It's very obvious if you look back toward the rest of Columbia while standing near the Fraternal Order entrance.


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* ''Franchise/MassEffect'' uses depth of field frequently during cinematics to draw the player's attention to specific characters or points of interest. It's most obvious when it accidentally focuses on the wrong thing (e.g. focusing on the wall instead of Avina or Mira during a conversation cinematic; focusing on [[spoiler:plants and trees]] instead of the Normandy in the end-game sequence for Mass Effect 3).
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** ''VideoGame/TheLegendOfZeldaSkywardSword takes depth-of-field a step further by decreasing the depth of field when the camera is locked onto something.

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** ''VideoGame/TheLegendOfZeldaSkywardSword ''VideoGame/TheLegendOfZeldaSkywardSword'' takes depth-of-field a step further by decreasing the depth of field when the camera is locked onto something.
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* Post-Process Antialiasing: Anti-aliasing is the process of smoothing angled lines that appear as jagged edges (called "jaggies"). Traditionally, the idea was to render the scene at a higher resolution than desired and Downsample it somehow. However, this is quite computationally expensive, and it became even worse as games began targeting higher and higher display resolutions, so developers started looking towards other methods. Because the jaggies tend to produce edges of color, post-process anti-aliasing renders the scene at the desired resolution and smooths out the edges of color instead. FXAA[[note]]'''F'''ast appro'''X'''imate '''A'''nti-'''A'''liasing[[/note]] is the one found in most modern games post-2012.

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* Post-Process Antialiasing: Anti-aliasing is the process of smoothing angled lines that appear as jagged edges (called "jaggies"). Traditionally, edges, also called "jaggies". In traditional antialiasing, the idea was to render the scene at a higher resolution than desired and Downsample it somehow. downsample it. However, this is quite computationally expensive, needs powerful hardware and it became even worse as games began targeting higher and higher display resolutions, so resolutions. So developers started looking towards other methods. Because the As jaggies tend to produce edges of color, post-process anti-aliasing renders allows the scene at the desired resolution and smooths resolution, but then smooth out the edges of color instead. Most games post-2012 support some post-process antialiasing, such as FXAA[[note]]'''F'''ast appro'''X'''imate '''A'''nti-'''A'''liasing[[/note]] is the one found in most modern games post-2012.
'''A'''nti-'''A'''liasing[[/note]].
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* Post-Process Antialiasing: Antialiasing is the process of smoothing angled lines that appear as jagged edges (called "jaggies"). Traditionally, the idea was to render the scene at a higher resolution than desired and scale down in some form or fashion. However, this is quite computationally expensive, and it became even worse as games began targeting higher and higher display resolutions, so developers started looking towards other methods. Because the jaggies tend to produce edges of color, post-process antialiasing renders the scene at the desired resolution and smooths out the edges of color instead. Many games made in 2012 and beyond have the option for some form of this now.

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* Post-Process Antialiasing: Antialiasing Anti-aliasing is the process of smoothing angled lines that appear as jagged edges (called "jaggies"). Traditionally, the idea was to render the scene at a higher resolution than desired and scale down in some form or fashion.Downsample it somehow. However, this is quite computationally expensive, and it became even worse as games began targeting higher and higher display resolutions, so developers started looking towards other methods. Because the jaggies tend to produce edges of color, post-process antialiasing anti-aliasing renders the scene at the desired resolution and smooths out the edges of color instead. Many FXAA[[note]]'''F'''ast appro'''X'''imate '''A'''nti-'''A'''liasing[[/note]] is the one found in most modern games made in 2012 and beyond have the option for some form of this now.
post-2012.

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* ''PAYDAY 2'' has depth of field kick in when you aim down the sights of your gun. The problem with the effect is everything around you gets really blurry while the center of the screen in front of the gun remains clear, making it hard to see enemies that are in the blurry zone. The developers added a toggle to let people turn the effect on or off.

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* ''PAYDAY 2'' ''VideoGame/PAYDAY2'' has depth of field kick in when you aim down the sights of your gun. The problem with the effect is everything around you gets really blurry while the center of the screen in front of the gun remains clear, making it hard to see enemies that are in the blurry zone. The developers added a toggle to let people turn the effect on or off.


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* ''VideoGame/{{Minecraft}}'' features plenty of [[https://minecraft.gamepedia.com/Shaders shaders]] that could be applied with "Super secret settings" button (introduced in version 1.7.2 then removed in 1.9) or by spectating from the viewpoint of spiders (five eyes separated by blur), creepers (green filter) or Endermen (inverted colours).
* ''VideoGame/{{Rodina}}'' has a "retro mode" filter which adds pixellation to the game screen. This has a practical benefit of improving the framerate as it actually shrinks the area the game draws primitives on.
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* Post-Process Antialiasing: Antialiasing is the process of smoothing angled lines that appear as jagged edges (called "jaggies"). Traditionally, the idea was to render the scene at a higher resolution than desired and scale down in some form or fashion. Because the jaggies tend to produce edges of color, post-process antialiasing renders the scene at the desired resolution and smooths out the edges of color instead. Many games made in 2012 and beyond have the option for some form of this now.

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* Post-Process Antialiasing: Antialiasing is the process of smoothing angled lines that appear as jagged edges (called "jaggies"). Traditionally, the idea was to render the scene at a higher resolution than desired and scale down in some form or fashion. However, this is quite computationally expensive, and it became even worse as games began targeting higher and higher display resolutions, so developers started looking towards other methods. Because the jaggies tend to produce edges of color, post-process antialiasing renders the scene at the desired resolution and smooths out the edges of color instead. Many games made in 2012 and beyond have the option for some form of this now.
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* ''VideoGame/SonicMania'' features two CRT filters (one "sharp" and the other "soft") to give it an authentic retro feeling, in addition to a "clean" filter that smoothens out the pixels.
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* Several Maxis games, including both of ''VideoGame/TheSims'' and ''{{Spore}}'', have cheats that add photo effects to the screen, including sepia, grain, noir (true black and white) and bloom.

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* Several Maxis games, including both of ''VideoGame/TheSims'' and ''{{Spore}}'', ''VideoGame/{{Spore}}'', have cheats that add photo effects to the screen, including sepia, grain, noir (true black and white) and bloom.
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Removed two broken image links; italicized titles


* 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.
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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.
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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.
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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.

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