Follow TV Tropes

Following

History Main / PostProcessingVideoEffects

Go To

OR

Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''VideoGame/TheLegendOfZeldaTwilightPrincess'' is infamous for its overuse of bloom to the point where the bloom is almost blinding in certain areas.
** An earlier game in the series, ''VideoGame/TheLegendOfZeldaTheWindWaker'' was the first in the series to use depth-of-field effects. The depth-of-field helps to hide some of the imperfections in models and textures while adding just a bit of realism to an otherwise cartoony game. The effect may also simply be a Gaussian blur filter.
** ''VideoGame/TheLegendOfZeldaSkywardSword takes depth-of-field a step further by decreasing the depth of field when the camera is locked onto something.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''[[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.
Is there an issue? Send a MessageReason:
None


** One of the components used in RealIsBrown.
Is there an issue? Send a MessageReason:
None


* ''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.

to:

* ''BreathOfFireDragonQuarter'' ''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.
Is there an issue? Send a MessageReason:
Added vignetting



to:

* Vignetting: Reducing the brightness or saturation of the corners while emphasizing and drawing interest to the center of the image.
Is there an issue? Send a MessageReason:
None


* ''GearsOfWar'' has various post processing filters in the options menu. These are available in a select few Unreal Engine 3 games.

to:

* ''GearsOfWar'' has various post processing filters available in the options menu. These are available in a select few Unreal Engine 3 games.menu.
Is there an issue? Send a MessageReason:
None


* ''GearsOfWar'' has various post processing options in the options menu. These are available in a select few Unreal Engine 3 games.

to:

* ''GearsOfWar'' has various post processing options filters in the options menu. These are available in a select few Unreal Engine 3 games.
Is there an issue? Send a MessageReason:
Added Gears of War

Added DiffLines:

* ''GearsOfWar'' has various post processing options in the options menu. These are available in a select few Unreal Engine 3 games.
Is there an issue? Send a MessageReason:
lrn2spell


* Bloom: An effect that produces fringes of light around a 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.

to:

* Bloom: An effect that produces fringes of light around a 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.



* Tone mapping: The remapping of on-screen colours into a more specific palette. (See MoodLighting)

to:

* Tone mapping: The remapping of on-screen colours colors into a more specific palette. (See MoodLighting)
Is there an issue? Send a MessageReason:
None


* ''{{ICO}}'' applies a "film grain" effect during certain scripted sequences. The [[PALBonus European release]] allows enabling the effect throughout the game, if you want.

to:

* ''{{ICO}}'' applies a "film grain" effect during certain scripted sequences. The [[PALBonus [[RegionalBonus European release]] allows enabling the effect throughout the game, if you want.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''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.
Is there an issue? Send a MessageReason:
None


* [[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.

to:

* [[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.
**
game. The logic is that it [[strike:covers up]] distracts from the flaws in the character models.models.
** {{Fallout 3}} and [[FalloutNewVegas New Vegas]] 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 {{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.
Is there an issue? Send a MessageReason:
None


* 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.

to:

* Oblivion [[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.
Is there an issue? Send a MessageReason:
None


* ''{{Sanitarium}}'' features flashbacks with film grain effects.

to:

* ''{{Sanitarium}}'' ''VideoGame/{{Sanitarium}}'' features flashbacks with film grain effects.
Is there an issue? Send a MessageReason:
Moving to appropriate namespace.


* ''StarFox Adventures'' also includes an unlockable sepia filter.

to:

* ''StarFox Adventures'' ''VideoGame/StarFoxAdventures'' also includes an unlockable sepia filter.
Is there an issue? Send a MessageReason:
None


* ''HouseOfTheDead'': Overkill also uses the "film grain" effect. You can change the intensity of it in the options.

to:

* ''HouseOfTheDead'': Overkill ''HouseOfTheDead: Overkill'' also uses the "film grain" effect. You can change the intensity of it in the options.



* ''Wet'' is specifically designed to look like a 70's movie, and therefore has a slight sepia filter, film artifacts and a couple of other random things.

to:

* ''Wet'' ''{{Wet}}'' is specifically designed to look like a 70's movie, and therefore has a slight sepia filter, film artifacts and a couple of other random things.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** Which [[FridgeBrilliance makes sense]]. When shooting on film, one needs to use more sensitive and fast film, but these stocks are grainier compared to the practically grain free stocks with lower sensitivity (that would be used when there is light).
Is there an issue? Send a MessageReason:
None


Electronic games often use various visual effects that are applied after the scene is rendered by the game engine. These are used to make the game look better or just create a particular look. Improvements in graphics rendering technology often result in particular effects being used in games to excess: witness the fashion for lens flare in games from the mid- to late 1990s.

to:

Electronic games often use various visual effects that are applied after the scene is rendered by the game engine. These are used to make the game look better or just create a particular look. Improvements in graphics rendering technology often result in particular effects being used in games to excess: excess; witness the fashion for lens flare in games from the mid- to late 1990s.
Is there an issue? Send a MessageReason:
None


Electronic games often use various visual effects that are applied after the scene is rendered by the game engine. These are used to make the game look better or just create a particular look. Improvements in graphics rendering technology often result in particular effects being used in games to excess, witness the fashion for lens flare in games from the mid- to late 1990s.

to:

Electronic games often use various visual effects that are applied after the scene is rendered by the game engine. These are used to make the game look better or just create a particular look. Improvements in graphics rendering technology often result in particular effects being used in games to excess, excess: witness the fashion for lens flare in games from the mid- to late 1990s.
Is there an issue? Send a MessageReason:
None


* 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 give a [[http://www.alienskin.com/bokeh/images/examples/lens-sim/Flower-Gaussian-Blur.jpg soft appearance]] ("bloom").

to:

* 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 give a [[http://www.alienskin.com/bokeh/images/examples/lens-sim/Flower-Gaussian-Blur.jpg soft appearance]] ("bloom").
simulate bloom]].
Is there an issue? Send a MessageReason:
None


* Gaussian blur: Can be applied to distant objects to disguise object pop-in, or overlaid on top of the original frame to give a [[http://www.alienskin.com/bokeh/images/examples/lens-sim/Flower-Gaussian-Blur.jpg soft appearance]] ("bloom").

to:

* 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 give a [[http://www.alienskin.com/bokeh/images/examples/lens-sim/Flower-Gaussian-Blur.jpg soft appearance]] ("bloom").
Is there an issue? Send a MessageReason:
None


* MotionBlur: To give the illusion an object is moving faster than it really is.

to:

* MotionBlur: To give Gives the illusion an object is moving faster than it really is.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.



* Gaussian blur: Overlaid on top of the original frame to give a [[http://www.alienskin.com/bokeh/images/examples/lens-sim/Flower-Gaussian-Blur.jpg "soft" appearance]]. This is often confused with bloom.

to:

* Gaussian blur: Overlaid Can be applied to distant objects to disguise object pop-in, or overlaid on top of the original frame to give a [[http://www.alienskin.com/bokeh/images/examples/lens-sim/Flower-Gaussian-Blur.jpg "soft" appearance]]. This is often confused with bloom.
soft appearance]] ("bloom").
Is there an issue? Send a MessageReason:
None


* ForTheCelOfIt can be done this way, particularly when being done to live-action footage.

to:

* ForTheCelOfIt CelShading can be done this way, particularly when being done to live-action footage.
Is there an issue? Send a MessageReason:
None


* ''MassEffect'', ''Left4Dead'' and ''Fahrenheit''/''IndigoProphecy'' all use Film grain. In ''Mass Effect'', the effect could be turned off in the options screen. ''ResidentEvil 5'' had one that could be unlocked when the player completed the game.

to:

* ''MassEffect'', ''Left4Dead'' and ''Fahrenheit''/''IndigoProphecy'' all use Film grain. In ''Mass Effect'', the effect could be turned off in the options screen. ''ResidentEvil 5'' had one that could be unlocked when the player completed the game. In ''Left4Dead'', there is a graphics setting for it, but it also fades out in bright areas automatically.
Is there an issue? Send a MessageReason:
Fixed bad markup on a GTA:SA entry.


** ''{{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.

to:

** ''{{GrandTheftAutoSanAndreas}}'' ''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.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''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.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** The logic is that it [[strike:covers up]] distracts from the flaws in the character models.

Changed: 22

Removed: 25

Is there an issue? Send a MessageReason:
None


* All {{cutscene}}s in ''CallOfCthulhu: Dark Corners Of The Earth'' use this effect. Due to the gloomy and antiquated atmosphere of the game, it is fairly effective. In addition, the entire game had a noticeable brown tint to the graphics.

to:

* All {{cutscene}}s in ''CallOfCthulhu: Dark Corners ''Call Of The Earth'' Cthulhu: DarkCornersOfTheEarth'' use this effect. Due to the gloomy and antiquated atmosphere of the game, it is fairly effective. In addition, the entire game had a noticeable brown tint to the graphics.



* {{Uncharted}} uses a subtle amount of bloom, which increases (as the world becomes black and white) as you take damage as a form of ambient health meter. You can also unlock several filters to turn on including black and white, sepia, grainy, and [[RealIsBrown "Realistic mode" which filters everything into dirt brown and drives the bloom up to insane levels]]
* {{ICO}} applies a "film grain" effect during certain scripted sequences. The [[PALBonus European release]] allows enabling the effect throughout the game, if you want.

to:

* {{Uncharted}} ''{{Uncharted}}'' uses a subtle amount of bloom, which increases (as the world becomes black and white) as you take damage as a form of ambient health meter. You can also unlock several filters to turn on including black and white, sepia, grainy, and [[RealIsBrown "Realistic mode" which filters everything into dirt brown and drives the bloom up to insane levels]]
* {{ICO}} ''{{ICO}}'' applies a "film grain" effect during certain scripted sequences. The [[PALBonus European release]] allows enabling the effect throughout the game, if you want.



* GarrysMod has a menu for post-processing effects.

----
<<|VideoGameTropes|>>

to:

* GarrysMod ''GarrysMod'' has a menu for post-processing effects.

----
<<|VideoGameTropes|>>
effects.
----
Is there an issue? Send a MessageReason:
None



to:

* GarrysMod has a menu for post-processing effects.
Is there an issue? Send a MessageReason:
None


* Gaussian blur: Overlaid on top of the original frame to give a [[http://www.alienskin.com/bokeh/images/examples/lens-sim/Flower-Gaussian-Blur.jpg "soft" appearance]]. This is often confused with bloon.

to:

* Gaussian blur: Overlaid on top of the original frame to give a [[http://www.alienskin.com/bokeh/images/examples/lens-sim/Flower-Gaussian-Blur.jpg "soft" appearance]]. This is often confused with bloon.
bloom.

Top