Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
edited December 2017
Yeah, but the thing is... It is not acting as a DoF, it's acting as a peripheral blur that overdoes it by starting too close to the crosshair.
DoF works completely difference (in games), it is a focus system that is supposed to be used to focus on objects close up, resulting in a background blur. Or it is used by focusing on something far away, while objects close by are out of focus. In this case the field of focus is thicker, so more is in focus...
It's basically a field/wall of focus in front of you and where you point your crosshair/center of the screen is what should be in that focus field/wall.
Coming from photography this really looks quite wrong in how it's used in Subnautica right now
Here's a cute experiment everyone should already know. Hold your pointer finger in front of you and focus on it, observe how the background is out of focus. Now focus on something further away and observe how more comes into focus, except stuff close to you. That is kinda how DoF works. The closer the object is you're focusing on, the more background blur there is, that is how lenses and kinda how our eyes tend to work.
The thing is, this is also why I turn it off, because it makes me dizzy. I tend to look around the monitor with my eyes, while looking around with my mouse as well to be able to see and be able to react to more things, when just using the mouse. And if an ingame DoF system is turned on, I guess my brain gets confused by the weird focus that is working against how my situational awareness processor works
The thing is, Subnautica's "DoF" checkbox doesn't make me dizzy, but it does make me wonder why everything has that soft-focus "vaseline on lens" effect
That's a lot of things, but the thing is it's not the thing it's supposed to thing as the thing \o/
Maybe it could be used like Black did back in the PS2/Xbox.
Whenever you equipped a tool for the first time, focus on it and blur everything around it. Do the same when scanning, drilling, fixing and cutting doors by focusing in the tool and object being interacted with. Animate the battery swap and apply the blur when reloading a new battery.
This mechanic was really cool and immersive.
Yeah, but the thing is... It is not acting as a DoF, it's acting as a peripheral blur that overdoes it by starting too close to the crosshair.
DoF works completely difference (in games), it is a focus system that is supposed to be used to focus on objects close up, resulting in a background blur. Or it is used by focusing on something far away, while objects close by are out of focus. In this case the field of focus is thicker, so more is in focus...
It's basically a field/wall of focus in front of you and where you point your crosshair/center of the screen is what should be in that focus field/wall.
Coming from photography this really looks quite wrong in how it's used in Subnautica right now
Here's a cute experiment everyone should already know. Hold your pointer finger in front of you and focus on it, observe how the background is out of focus. Now focus on something further away and observe how more comes into focus, except stuff close to you. That is kinda how DoF works. The closer the object is you're focusing on, the more background blur there is, that is how lenses and kinda how our eyes tend to work.
The thing is, this is also why I turn it off, because it makes me dizzy. I tend to look around the monitor with my eyes, while looking around with my mouse as well to be able to see and be able to react to more things, when just using the mouse. And if an ingame DoF system is turned on, I guess my brain gets confused by the weird focus that is working against how my situational awareness processor works
The thing is, Subnautica's "DoF" checkbox doesn't make me dizzy, but it does make me wonder why everything has that soft-focus "vaseline on lens" effect
That's a lot of things, but the thing is it's not the thing it's supposed to thing as the thing \o/
Thing-1 & Thing-2 are wondering when their mom had a Thing-3?
And The Cat wants his Hat Thing back.
Yeah, but the thing is... It is not acting as a DoF, it's acting as a peripheral blur that overdoes it by starting too close to the crosshair.
DoF works completely difference (in games), it is a focus system that is supposed to be used to focus on objects close up, resulting in a background blur. Or it is used by focusing on something far away, while objects close by are out of focus. In this case the field of focus is thicker, so more is in focus...
It's basically a field/wall of focus in front of you and where you point your crosshair/center of the screen is what should be in that focus field/wall.
Coming from photography this really looks quite wrong in how it's used in Subnautica right now
Here's a cute experiment everyone should already know. Hold your pointer finger in front of you and focus on it, observe how the background is out of focus. Now focus on something further away and observe how more comes into focus, except stuff close to you. That is kinda how DoF works. The closer the object is you're focusing on, the more background blur there is, that is how lenses and kinda how our eyes tend to work.
The thing is, this is also why I turn it off, because it makes me dizzy. I tend to look around the monitor with my eyes, while looking around with my mouse as well to be able to see and be able to react to more things, when just using the mouse. And if an ingame DoF system is turned on, I guess my brain gets confused by the weird focus that is working against how my situational awareness processor works
The thing is, Subnautica's "DoF" checkbox doesn't make me dizzy, but it does make me wonder why everything has that soft-focus "vaseline on lens" effect
That's a lot of things, but the thing is it's not the thing it's supposed to thing as the thing \o/
Thing-1 & Thing-2 are wondering when their mom had a Thing-3?
And The Cat wants his Hat Thing back.
I think DOF should have an intensity slider. I like the idea. Implementation? Nope. I would be happy for perhaps a very slight blurring, but not this "can't see anything except what's right in front of me" deal.
I would love for it to act the way it did when I pop up out of the waves and look at the Aurora: it's blurry, then comes into focus. If everything I looked at caused the player camera to focus on that distance, then it'd be more ok (but still want that slider!).
I figured I'd put this here since this is where a lot of the talk about these effects was. One new effect that I've liked to mess around with are Screen Space Reflections, which while sometimes look very nice, have problems.
There are various issues with this effect. I've already talked about these a bit on discord, but here's a big list of every issue I've been able to find:
Transparent objects won't get reflected at all, even if they're really bright and colorful like the Jellyray. I'm not sure if this is related to the issue where transparent textures become invisible after a certain distance, or if it's a new issue.
Reflections also don't seem to take water color into account, so if something far away is getting reflected the reflection will appear to be a different color.
Reflections are more visible in lower resolutions than in higher ones.
320 X 240
640 X 480
1400 X 1050
I don't know what's causing this or how common it is, but I just noticed this weird graphical bug where the player's reflection here is lit up more than he actually is.
Similar to how the player's shadow has a head it would probably be a good idea to give the player's reflection a head, though with how weird reflections are there might not be many (if any) situations where you'd be able to see it.
This next section all seems to stem from the same issue and I'm not even sure if they could be fixed and are just issues with the effect in general, but they're still pretty weird looking.
So after close examination of these reflections I've noticed that you can actually see things like the player's dive mask, hands, the edge of the screen in these reflections, which suggests that it's just projecting a reversed version of what's on screen onto reflective objects.
If you look at the multipurpose room over there you can see a giant reflection of the player's hand moving.
This same issue appears to come with a number of other side affects, like how reflections just disappear from certain angles, and how things behind your field of vision won't ever get reflected.
Notice how the reflections disappear and get stretched when viewed at different angles.
There's also this weird stretch artifact that you've probably seen. I have no idea what that is.
Aside from these issues there's also a suggestion related to this setting that I'd like to make, which is that if screen space reflections are set to high those static background image reflections should be made less visible or maybe even completely invisible.
Comments
DoF works completely difference (in games), it is a focus system that is supposed to be used to focus on objects close up, resulting in a background blur. Or it is used by focusing on something far away, while objects close by are out of focus. In this case the field of focus is thicker, so more is in focus...
It's basically a field/wall of focus in front of you and where you point your crosshair/center of the screen is what should be in that focus field/wall.
Coming from photography this really looks quite wrong in how it's used in Subnautica right now
Here's a cute experiment everyone should already know. Hold your pointer finger in front of you and focus on it, observe how the background is out of focus. Now focus on something further away and observe how more comes into focus, except stuff close to you. That is kinda how DoF works. The closer the object is you're focusing on, the more background blur there is, that is how lenses and kinda how our eyes tend to work.
The thing is, this is also why I turn it off, because it makes me dizzy. I tend to look around the monitor with my eyes, while looking around with my mouse as well to be able to see and be able to react to more things, when just using the mouse. And if an ingame DoF system is turned on, I guess my brain gets confused by the weird focus that is working against how my situational awareness processor works
The thing is, Subnautica's "DoF" checkbox doesn't make me dizzy, but it does make me wonder why everything has that soft-focus "vaseline on lens" effect
That's a lot of things, but the thing is it's not the thing it's supposed to thing as the thing \o/
Whenever you equipped a tool for the first time, focus on it and blur everything around it. Do the same when scanning, drilling, fixing and cutting doors by focusing in the tool and object being interacted with. Animate the battery swap and apply the blur when reloading a new battery.
This mechanic was really cool and immersive.
Thing-1 & Thing-2 are wondering when their mom had a Thing-3?
And The Cat wants his Hat Thing back.
Well that a thing as well
I would love for it to act the way it did when I pop up out of the waves and look at the Aurora: it's blurry, then comes into focus. If everything I looked at caused the player camera to focus on that distance, then it'd be more ok (but still want that slider!).
@Obraxis Pretty please? It's for the kits!
There are various issues with this effect. I've already talked about these a bit on discord, but here's a big list of every issue I've been able to find:
Reflections also don't seem to take water color into account, so if something far away is getting reflected the reflection will appear to be a different color.
Reflections are more visible in lower resolutions than in higher ones.
320 X 240
640 X 480
1400 X 1050
I don't know what's causing this or how common it is, but I just noticed this weird graphical bug where the player's reflection here is lit up more than he actually is.
Similar to how the player's shadow has a head it would probably be a good idea to give the player's reflection a head, though with how weird reflections are there might not be many (if any) situations where you'd be able to see it.
This next section all seems to stem from the same issue and I'm not even sure if they could be fixed and are just issues with the effect in general, but they're still pretty weird looking.
So after close examination of these reflections I've noticed that you can actually see things like the player's dive mask, hands, the edge of the screen in these reflections, which suggests that it's just projecting a reversed version of what's on screen onto reflective objects.
If you look at the multipurpose room over there you can see a giant reflection of the player's hand moving.
This same issue appears to come with a number of other side affects, like how reflections just disappear from certain angles, and how things behind your field of vision won't ever get reflected.
There's also this weird stretch artifact that you've probably seen. I have no idea what that is.
Aside from these issues there's also a suggestion related to this setting that I'd like to make, which is that if screen space reflections are set to high those static background image reflections should be made less visible or maybe even completely invisible.