[HN Gopher] Games Look Bad: HDR and Tone Mapping (2017)
       ___________________________________________________________________
        
       Games Look Bad: HDR and Tone Mapping (2017)
        
       Author : uncircle
       Score  : 177 points
       Date   : 2025-07-25 07:26 UTC (15 hours ago)
        
 (HTM) web link (ventspace.wordpress.com)
 (TXT) w3m dump (ventspace.wordpress.com)
        
       | gampleman wrote:
       | [2017]
        
       | dartharva wrote:
       | It's not just games, it's regular day-to-day UI too. I'm using an
       | Acer 185Hz VRR HDR10 Gaming monitor.. on Eco mode with HDR
       | disabled. Everything just looks better with HDR turned off for
       | some reason I can't explain.
        
         | SomeoneOnTheWeb wrote:
         | That's normal. For HDR to look good, you need a monitor that
         | hits approximately 1000 nits in brightness. Your monitor only
         | hits 250, which is completely insufficient to display HDR
         | content.
         | 
         | This is one of the stupid things with many monitors, showing
         | HDR at 250 nits is worse than showing no HDR at all. So no
         | matter what you do, 99% of HDR content will look bad on your
         | screen.
        
           | geraldwhen wrote:
           | I have a C3 OLED and everything also looks better with HDR
           | off.
           | 
           | Games are just truly awful in making scenes completely in
           | viewable, even when the HDR areas, the blacks and whites,
           | have interactive elements in them you need to see and know
           | about.
        
             | zapzupnz wrote:
             | I have a C4 OLED and I thought what you said was also true
             | for me until I figured out what settings I needed to change
             | on my TV to match my console (Nintendo Switch 2). Had to
             | turn on HGiG, manually adjust the peak brightness level on
             | the console itself, and suddenly things looked great.
             | 
             | Not that many games on the console that take advantage of
             | it, mind you. More testing needed.
        
           | Tade0 wrote:
           | I agree that 250 nits is too low, but my monitor clocks in at
           | 400 and HDR already looks better, if only thanks to the
           | increased colour channel resolution - particularly visible in
           | highlights, clouds etc. Where there previously was just a
           | single colour blob I now can observe details impossible to
           | display with just eight bits per channel.
           | 
           | Interestingly my laptop's display reaches 500 nits and that
           | is already painfully high outside of midday hours. My phone
           | goes to 875 and I find that only to be useful outside in the
           | summer sun.
        
             | SomeoneOnTheWeb wrote:
             | The difference is between SDR and HDR. Going full blast
             | with a full image at 500 nits or having an image averaging
             | 200 nits with only _peaks_ at 500 are two vastly difference
             | things.
        
           | simoncion wrote:
           | > For HDR to look good, you need a monitor that hits
           | approximately 1000 nits in brightness.
           | 
           | I disagree. The wide color gamut is -for me- a huge thing
           | about HDR. My VA monitor provides ~300 nits of brightness and
           | I've been quite happy with the games that didn't phone in
           | their HDR implementation.
           | 
           | Plus, any non-trash HDR monitor will tell the computer it's
           | attached to what its maximum possible brightness is, so the
           | software running _on_ that computer can adjust its renderer
           | accordingly.
        
             | dartharva wrote:
             | > Plus, any non-trash HDR monitor will tell the computer
             | it's attached to what its maximum possible brightness is,
             | so the software running on that computer can adjust its
             | renderer accordingly.
             | 
             | My monitor does do that, but alas the software itself
             | (Windows 10) wasn't good enough to adjust stuff correctly.
             | It did made the decision to switch to ArchLinux easier by
             | being one less thing I'll be missing
        
         | tobyhinloopen wrote:
         | Unless it's a MINI LED or OLED display, it simply doesn't have
         | the contrast to properly render a lot of what makes HDR... HDR.
         | 
         | Calibrate the display with HDR enabled for a better SDR
         | response.
        
           | simoncion wrote:
           | VA screens have pretty damn good contrast, and OLED monitors
           | tend to have low peak (and sometimes even spot!) brightness.
           | 
           | A while back, I tried an OLED gaming monitor that was widely
           | reviewed as being _very_ good. While it was somewhat better
           | than the VA monitor that I 've been using for years, it was
           | nowhere near 1,500 USD good. I could see someone coming from
           | an IPS or TN screen being very impressed with it, though.
        
         | whywhywhywhy wrote:
         | Something is poorly implemented with Windows UI on HDR, and
         | Macbooks it all looks fine then HDR content just appears
         | brighter, I think the rest of the UI becomes duller too at that
         | point but on windows it feels like running HDR on the Windows
         | desktop means the whole screen looks dull, least it does on my
         | 5K HDR Dell.
         | 
         | Not sure if I'm missing a setting, but I end up having to
         | manually turn HDR on before playing a game and off after.
        
       | craxmerax wrote:
       | When HDR is implemented properly, and you have a proper HDR
       | display, it's such a transformative experience! Most games,
       | however, don't have good HDR implementations. And for whatever
       | reason HDR on Windows is still awful in 2025.
        
         | rag-hav wrote:
         | Any examples of good HDR in games?
        
           | simoncion wrote:
           | Here's my list from a couple of months ago, along with some
           | related commentary:
           | <https://news.ycombinator.com/item?id=43986463>
        
           | WithinReason wrote:
           | I liked the talos principle 2 inside the pyramid after
           | reducing the gamma a bit on a WOLED display
        
       | can16358p wrote:
       | HDR is GREAT! Everyone trying to implement HDR + tone mapping
       | excessively just for the sake of it and exaggerating it to show-
       | off (just like those oversaturated Samsung phone screens) is not.
        
         | nottorp wrote:
         | So were 3d movies until they stopped filming in 3d and started
         | adding pointless effects in postprocessing :)
        
         | nwallin wrote:
         | Yeah. There've been a laundry list of innovations over the
         | years that people will invent, show how it improves how a scene
         | looks, and then for the next few years everyone turns it up to
         | 11 and it looks like shit. Bloom, SSAO, lens flare, film grain,
         | vignetting, DoF.
         | 
         | After a while people turn it back down to like a 4 and it
         | improves things.
        
           | rthrfrd wrote:
           | Yes, like everything: Nylon might be my favourite example of
           | us never being able to use innovation in moderation.
        
       | refactor_master wrote:
       | _This is [...] a series examining techniques used in game
       | graphics and how those techniques fail to deliver a visually
       | appealing end result_
       | 
       | All I see is opinions though. And the internet is full of them.
       | You just have to Google "why does this game look so ...". At
       | least if the author had compared the search stats of
       | "good/bad/beautiful/washed out" it would've carried some weight.
       | 
       | The GTA 5 screenshot is a terrible example. It looks like a
       | cheap, dead, video game environment, reminding me how far we've
       | come.
        
         | phoronixrly wrote:
         | I think the author's list of "ugly" games is missing Witcher
         | III, Hellblade, God of War (2018), Elden Ring, Baldur's Gate...
         | 
         | And we need some examples of good, cinematic, artful tone
         | mapping, like any scene of a Hollywood movie set in Mexico...
        
           | tmtvl wrote:
           | In my experience Elden Ring looks better when you turn the
           | graphics quality down. Baldur's Gate isn't particularly ugly
           | for a '98 game.
           | 
           | And I agree that it would be nice to have some positive
           | examples. I think there were a bunch of SNES games which did
           | it well, but that may just be nostalgia.
        
             | Nicook wrote:
             | given the rest of the games listed I assume he means
             | baldurs gate 3. Many younger people out themselves by just
             | calling it baldurs gate.
        
             | lII1lIlI11ll wrote:
             | > Baldur's Gate isn't particularly ugly for a '98 game.
             | 
             | I remember it looked beautiful. Especially comparing to
             | early 3D games of that era.
        
           | HelloUsername wrote:
           | > tone mapping, like any scene of a Hollywood movie set in
           | Mexico
           | 
           | That's not tone mapping, but color grading
        
           | ranguna wrote:
           | I'm not sure you were being ironic, I find the witcher 3 and
           | elden ring beautiful
        
             | PaulHoule wrote:
             | I think Elden Ring is a little ugly but still a world I
             | want to experience.
        
               | Timon3 wrote:
               | While the graphics aren't as good as some other modern
               | titles, the world and art design make up for it ten times
               | over. There are a bunch of locations that could be
               | paintings, especially:
               | 
               | - The first steps in Limveld
               | 
               | - Liurnia of the Lakes (from Stormveil)
               | 
               | - Leyndell
               | 
               | - The first look at the Scadutree
               | 
               | - Cerulean Coast
               | 
               | - Stone Coffin Fissure
               | 
               | - Enir Ilim
               | 
               | I can't remember another property with a similar
               | diversity of incredibly beautiful and imposing areas.
        
       | 0_____0 wrote:
       | Past discussion: https://news.ycombinator.com/item?id=15534622
        
       | pyrale wrote:
       | > But all of them feel videogamey and none of them would pass for
       | a film or a photograph. Or even a reasonably good offline render.
       | Or a painting. They are instantly recognizable as video games,
       | because only video games try to pass off these trashy contrast
       | curves as aesthetically pleasing.
       | 
       | Author is fumbling the difference between aesthetics and realism.
       | Videogames feeling videogamey? What a travesty.
        
       | fabian2k wrote:
       | For Horizon Zero Dawn I'd argue that the colors are clearly an
       | artistic choice. They're not going for realistic colors at all.
       | And the original game and its sequel do look very, very good.
       | 
       | There do seem to be plenty of issues around HDR for sure, in some
       | games I had to intentionally disable HDR on my PS5 because it
       | just looked bad on my setup.
        
       | paulluuk wrote:
       | I feel like this is very much a personal preference thing. They
       | even called out Horizon Zero Dawn for looking very bad, and Zelda
       | for looking very good.. while in my opinion the exact opposite is
       | true.
        
         | abhpro wrote:
         | The author is more pointing out that these games don't look
         | realistic. Look at the foreground of the HZD shot - why is it
         | almost black in daylight?
        
           | phoronixrly wrote:
           | Zelda looks realistic to them?
        
             | whizzter wrote:
             | No, the author posits that Zelda explicitly goes for
             | artistry and ignores any pretense of realism (that then
             | falls flat on it's face when using an over-contrasting
             | tone-map like in the HZD screenshot).
        
               | phoronixrly wrote:
               | Oh, I see. I disagree that the original HZD had a
               | pretense of realism though. The remastered version does
               | and well illustrates the uncanny-ness
               | https://www.youtube.com/watch?v=IlWK_ELBW08 . The
               | outrageous god rays, bloom and lens flare in the remaster
               | compensate for that because you can't actually see
               | anything due to them blinding you...
        
               | jan_Inkepa wrote:
               | The problem I personally have with the Zelda example
               | given is that it looks really bland to me - the landscape
               | looks really washed out - the author says "Somebody would
               | paint this. It's artistic.", but I don't think anyone
               | would paint with such bleached-out colours.
        
               | jcelerier wrote:
               | yeah, no one would ever do that https://artlogic-
               | res.cloudinary.com/w_2000,h_1600,c_limit,f_...
        
           | dahauns wrote:
           | To be fair - if I remember the location correctly - that
           | screenshot is somewhat misleading because it's camera
           | position is from the inside of a large ruin, with the ceiling
           | and right wall of the "cave entrance" being just outside the
           | frame.
        
         | uncircle wrote:
         | I do see the point of the author: HZD goes for a "realistic",
         | high-fidelity 3D fantasy world, yet the lighting makes no sense
         | in physical terms. The contrast and brightness shown in the
         | picture are all over the place, and can only be an artifact of
         | visualising a world through a computer screen which has a very
         | limited dynamic range - it is immersion-breaking. The Resident
         | Evil 7 picture below looks much better. The video I linked in
         | another comment explains why: in the physical world, the
         | stronger the light, the more washed-out the colour will become.
         | HZD is a saturated, high-contrast mess with too much
         | compression in the low light, because of a bad colour mapper in
         | their pipeline.
         | 
         | One can claim HZD's look is an "artistic choice" and that's
         | inarguable, but the author believes it's simply not enough
         | attention to the tone mapping process, which is a very
         | complicated topic that's not usually taken seriously in game
         | dev compared to film production.
        
         | mfro wrote:
         | I think with enough exposure to the overdone contrast ratios,
         | you start to get tired of it. It sacrifices a lot of clarity. I
         | agree it does look good in some cases, for example I enjoy the
         | look of Battlefield 1 a lot, but when playing it I often
         | noticed I had issues seeing detail in darker areas.
        
       | mg wrote:
       | I really don't know what to think of HDR.
       | 
       | I have yet to get any benefit out of it.
       | 
       | I disable it everywhere I can. In Instagram for example. When it
       | is turned on (the default) every now and then I get some crazy
       | glaring image in my feed that hurts.
       | 
       | Maybe it is because I don't play games? Is HDR useful anywhere
       | outside of games?
        
         | simoncion wrote:
         | > ...I get some crazy glaring image in my feed that hurts.
         | 
         | Are you using an Apple machine to do your browsing? I have
         | heard that Apple has (for some damn reason) decided to do this
         | sort of crap with HDR-pictures-in-an-otherwise-SDR-document.
         | It's nuts. This doesn't happen to me on Windows, and -because I
         | use xorg- I've no idea what happens on Linux.
        
       | uncircle wrote:
       | I found this video to visualise what tone mapping is trying to
       | achieve, and why "photorealism" is hard to achieve in computer
       | graphics: https://www.youtube.com/watch?v=m9AT7H4GGrA
       | 
       | And I indirectly taught me how to use the exposure feature in my
       | iPhone camera (when you tap a point in the picture). It's so that
       | you choose the "middle gray" point of the picture for the tone
       | mapping process, using your eyes which have a much greater
       | dynamic range than a CCD sensor. TIL.
        
         | akomtu wrote:
         | I've heard a good point that our eyes have, in fact, a boring
         | 1:100 range of brightness. Eyes can rapidly adjust, but the
         | real game changer is our ability to create an image in our
         | video memory, which has an unlimited brightness range. Eyes
         | give us maybe a 2d uint8 framebuffer, but our mind creates and
         | updates a float32 3d buffer. This is why this experience cannot
         | be reproduced on a screen.
        
           | hnuser123456 wrote:
           | If our eyes can only see 100:1, why is OLED taking off? LCD
           | has been claiming 1000:1 for decades
        
             | __alexs wrote:
             | In my case it's because the motion clarity of OLED is
             | excellent.
        
             | perching_aix wrote:
             | Because of fast & per-pixel level light control. Though
             | this is true even if we completely ignore whether human
             | eyes actually manifest a 100:1 auto-adapting dynamic range
             | window.
        
         | amarshall wrote:
         | > the exposure feature in my iPhone camera...choose the "middle
         | gray" point of the picture for the tone mapping process
         | 
         | No, it uses that to set the physical exposure via the shutter
         | speed and ISO (iPhones have a fixed aperture, so that cannot be
         | changed). It literally says this in the video you linked. This
         | is not tone mapping. Tone mapping in a way may _also_ happen
         | afterwards to convert from the wider dynamic range of the
         | sensor if the output format has a more limited dynamic range.
        
       | jillesvangurp wrote:
       | One game that actually puts a lot of effort into this is X-plane.
       | They use physics based rendering and with recent updates they
       | have done quite a bit of work on this (clouds, atmosphere,
       | natural looking colors and shadows, HDR, etc.
       | 
       | There's a stark contrast here with MS Flight Simulator which
       | looks great but maybe a bit too pretty. It's certainly very
       | pleasing to look at but not necessarily realistic.
       | 
       | One thing with flying is that visibility isn't necessarily that
       | good and a big part of using flight simulators professionally is
       | actually learning to fly when the visibility is absolutely
       | terrible. What's the relevance of scenery if visibility is at the
       | legal minimums? You see the ground shortly before you land, a few
       | feet in front of you.
       | 
       | And even under better conditions, things are hazy and flat (both
       | in color and depth). A crisp, high contrast, saturated view is
       | pretty but not what a pilot deals with. A real problem for pilots
       | is actually spotting where the airport is. Which is surprisingly
       | hard even when the weather is nice and sunny.
       | 
       | An interesting HDR challenge with cockpits is that the light
       | level inside and outside are miles apart. When flying in the real
       | world, your eyes compensate for this when you focus on the
       | instruments or look outside. But technically any screenshot that
       | features a bright outside and clearly legible instruments at the
       | same time is not very realistic but also kind of necessary. You
       | need to do some HDR trickery to make that work. Poor readability
       | of instruments is something X-plane addressed in one of their
       | recent updates. It was technically correct but not that readable.
       | 
       | X-plane rendering has made some big improvements with all this
       | during the v12 release over the last three years.
        
       | perching_aix wrote:
       | Note that this post is of course about high _internal_ dynamic
       | range specifically and the necessary tonemapping that then
       | follows for presenting an SDR image, not about how modern games
       | do actual HDR (but then that should be pretty similar on a high
       | level to the extent I understand anyways).
       | 
       | > In the real world, the total contrast ratio between the
       | brightest highlights and darkest shadows during a sunny day is on
       | the order of 1,000,000:1.
       | 
       | And this is of course silly. In the real world you can have
       | complete darkness, at which point dynamic range shoots up to
       | infinity.
       | 
       | > A typical screen can show 8 (curved to 600:1 or so).
       | 
       | Not entirely sure about this either, monitors have been pulling
       | 1000:1 and 2000:1 dynamic ranges since forever, even back in 2017
       | when this article was written, but maybe I just never looked too
       | deep into it.
        
         | ethan_smith wrote:
         | The static contrast ratio (1000:1+) you mention is different
         | from effective perceived contrast after tone mapping -
         | manufacturers' specs measure black-to-white in ideal
         | conditions, while tone mapping algorithms must compress real-
         | world luminance ranges (millions:1) into that limited display
         | range while preserving perceptual detail.
        
           | perching_aix wrote:
           | I'm not entirely sure how that's relevant to what I was
           | saying.
        
       | viktorcode wrote:
       | Please watch this for yet another take on the issue:
       | https://www.youtube.com/watch?v=j68UW21Nx6g
       | 
       | The points are: game graphics is indeed suffering, but the
       | problem is not being unlike films and photos, it's the opposite.
       | The games should stop using film industry produced tone mapping
       | curves and instead create their own, making a clean break.
       | 
       | Personally, I agree with the video.
        
       | markus_zhang wrote:
       | One big issue I never understood is why do we need photorealism
       | in games at all. They seem to benefit card manufacturers and
       | graphic programmers, but other than that I feel it has nothing to
       | do -- and in fact may have negative impact on game quality.
        
         | bre1010 wrote:
         | Completely agree. People lament the death of the RTS genre for
         | all kinds of reasons but I think the biggest one was the
         | early-2000s switch to 3D. Performance considerations meant you
         | have way fewer units. The only exception was that Supreme
         | Commander was somehow able to get around this, but suffered
         | heavily from the second big problem with 3D RTSes: the tiny
         | unit models are so much harder to tell apart in 3D compared to
         | 2D.
         | 
         | The RTS switch to 3D was a mistake and I think RTSes will
         | continue to fail until their developers realize what actually
         | makes them fun is actively hindered by this technology.
        
           | nntwozz wrote:
           | I'm on the gameplay > graphics bandwagon too but StarCraft II
           | and Age of Empires IV are proof that 3D is not the problem.
        
         | smt88 wrote:
         | I agree it doesn't benefit most games, but it's still genuinely
         | amazing to see sometimes.
         | 
         | I suspect part of the challenge with making a hit game with
         | last-gen graphics (like Breath of the Wild) is that you need
         | actual artists to make it look good.
        
         | eviks wrote:
         | How do you understand other human desires? That is, what is
         | different about the desire to match reality in other mediums is
         | different from other more understandable desires?
        
         | senko wrote:
         | This, in a nutshell, is why Nintendo is doing so well.
         | 
         | Their hardware is underpowered, games look like cheap cartoons,
         | but the effort spent into gameplay more than compensates.
        
           | pjerem wrote:
           | I don't agree here.
           | 
           | Nintendo games don't look like cheap cartoons at all. They
           | are absolutely not photorealistic but they do put a lot of
           | work on the aesthetics/art and it's most of the time relly
           | impressive once you take the hardware limitations into
           | account.
           | 
           | Mario 64 ran on the same console that was known for its 3D
           | blur.
           | 
           | Mario Galaxy 1&2 (which are still totally modern in terms of
           | aesthetics) ran on what was basically an overclocked
           | gamecube.
           | 
           | Mario Kart 8 which is still more beautiful than a lot of
           | modern games ran on the Switch, which is itself based on a
           | 2015 mid-range smartphone hardware.
        
             | ascagnel_ wrote:
             | I think it's more that Nintendo's choice of hardware (and
             | its relative lack of horsepower) force them into more
             | stylized visuals because it means photo-realism is
             | basically off the table to start with. We the audience tend
             | not to care, because Nintendo has capable artists who can
             | create something aesthetically pleasing outside of
             | "realistic" graphics.
        
           | dartharva wrote:
           | There are tens (if not hundreds) of indie and B-games that
           | offer the same experience as most current Nintendo titles.
           | Nintendo is doing well more because of nostalgia - it's the
           | parents buying those consoles for their kids because they
           | have very fond memories with Nintendo from their own
           | childhoods.
        
             | theshackleford wrote:
             | I would disagree. And I know many adults in the PC gaming
             | space like myself who would disagree.
             | 
             | I like my indie games, but not many are putting out what
             | Nintendo is.
             | 
             | I mean it's all subjective though.
        
             | senko wrote:
             | I don't suffer from that particular nostalgia, not having
             | had a Nintendo console (C64/Amiga diehard here), but I
             | bought Wii and Switch, and a couple of first-party games
             | for each.
             | 
             | I considered, and passed on, the other consoles.
             | 
             | Nintendo is playing a different game than other
             | console/game makers (excuse the pun), IMHO.
        
         | rendaw wrote:
         | I think, like polygon count, resolution, FPS, etc, realism is
         | very easy to objectively assess and compare even with no
         | artistic background, which makes it a target both for gamers
         | (who want to explain why they like a game, or debate which game
         | is better) and studios who want something they can point to.
         | 
         | IMO it leads to really stilted experiences, like where now you
         | have some photo realistic person with their foot hovering
         | slightly in space, or all that but you still see leaves
         | clipping through eachother, or the unanny valley of a super
         | realistic human whose eyes have a robotic lock on your face,
         | etc.
         | 
         | Physical interaction with game worlds (wasd and a single pivot,
         | or maybe a joystick and a couple buttons) hasn't increased in
         | depth in 20 years which only emphasizes the disjointedness.
        
           | ehnto wrote:
           | I totally agree with your last paragraph except to add: there
           | has actually been some great advances in interaction, but
           | people vote with their playtime, and I think the reality is
           | that the "median gamer" is totally content with WASD +
           | mouse/the typical controller thumbstick movement. In the same
           | way that so many are content that many game mechanics boil
           | down to combat and health bars.
           | 
           | I am personally not content with that and I explore all I
           | can, and am trying to make games that skirt the trends a
           | little bit.
           | 
           | But that stark contrast between visual fidelity but a lack of
           | interactivity has been a pet peeve of mine for a while. You
           | can even do so much more with just mouse and keyboard
           | interactions, but I think it's overshadowed by the much lower
           | risk visual fidelity goals.
        
         | glimshe wrote:
         | We don't _need_ photorealism in games, but it does help with
         | immersion. Many people, like me, feel like they are inside the
         | game world, rather than playing a game with a TV /monitor in
         | front of them. Photorealism is essential for this feeling - at
         | least for me .
         | 
         | The most amazing gaming experience I've ever had was walking
         | around the city at night in Cyberpunk 2077. For the first time
         | in my life, I felt I was actually in the future. Zelda can't
         | pull that off with me, despite being a great game from other
         | perspectives.
        
           | ehnto wrote:
           | You're not alone, Cyberpunk's blend of near-future with
           | realism whilst maintaining a clear art style that is not
           | total realism is very immersive. I have spent countless hours
           | wandering around Night City, not even playing the main
           | gameplay.
        
             | XorNot wrote:
             | CP2077 was the game I drove most carefully in when not on a
             | mission, just coz it felt right that V wouldn't be hooning
             | around his home turf. The immersion was incredible.
        
           | Nicook wrote:
           | Out of curiosity do you not get immersed in books?
        
             | dostick wrote:
             | You can get immersed in anything. With games or VR realism,
             | it's like extra depth of immersion when your brain switch
             | to think in same way as you think in real world rather than
             | adapting to physics or terrain of fake world.
        
             | glimshe wrote:
             | I do, but not like cyberpunk. I like to both read and watch
             | movies, but I feel a lot more immersed with images than I
             | do with words. It's not a binary rating (immersed vs not
             | immersed), it's a gradient that makes things resonate more
             | strongly with photorealism.
             | 
             | This is one reason, I believe, why some people can't stand
             | animated cartoons. I like them but I know many people who
             | won't even consider watching animation.
        
           | treyd wrote:
           | I find this an interesting argument. I wonder if it's a
           | generational thing.
           | 
           | If we define immersion as "your vision focuses on what's
           | inside the screen and you ignore the world around the screen,
           | and you mostly ignore that your control of the player
           | character is through a keyboard and mouse", then I've
           | experienced immersion with every first person game ever,
           | including _Minecraft_. I never considered that some people
           | might need photorealism for that at all. There was another
           | commenter that mentioned being unable to walk over a short
           | wall due to character controller limitations as being
           | immersion-breaking. I agree this is annoying but the qualia
           | of it is more like a physical confusion rather than being
           | something that actually breaks my experience of the game.
           | 
           | I'm also thinking this might be related to why I find VR to
           | be, while very cool, not some revolutionary new technology
           | that will fundamentally change the world.
        
             | theshackleford wrote:
             | > VR to be, while very cool, not some revolutionary new
             | technology
             | 
             | VR despite its limitations is the one thing I've ever
             | achieved "presence" in, as in feeling if for a brief
             | moment, I was actually there.
             | 
             | Elite dangerous, OLED Unit, HOTAS. For a brief moment in
             | time my brain _believed_ it was in the cockpit of a
             | spaceship.
        
               | andybak wrote:
               | I had a similar experience in a a game meant to simulate
               | regular city car driving.
               | 
               | Most releveant to this comment thread however was the
               | fact that the graphics were _very_ crude and not in a
               | good way. I absolutely dispute the claim that realism
               | equals (immersion /presence - I'm not getting involved in
               | the debate about the distinction between the two)
        
           | markus_zhang wrote:
           | I'd argue that immersion has little to do with graphics, even
           | for FPS. Actually I had more immersion in some text adventure
           | games than in some AAA games -- and not out of nostalgia
           | because I never played the said text adventure games before.
           | 
           | I'd agree that certain degree of graphics helps with
           | immersion, but photorealistic graphics only offers cheap
           | immersion which turns off the immersion centre in the brain
           | -- Ok this is just my babble so 100% guess.
        
             | TurkTurkleton wrote:
             | Agreed. Immersion in a game world, at least for me, is less
             | about how accurately it visually reflects reality and more
             | about how detailed the overall world _feels_ -- whether the
             | designers have crafted worlds that feel like they live and
             | breathe without you, that you could imagine inhabiting as
             | someone other than the protagonist. For instance, I can
             | imagine what it would be like to live in _Cyberpunk 2077_
             | 's Night City, whether I was a merc like V or just one of
             | the nobodies trying to get by that you pass on the street;
             | I can imagine living in _Dishonored_ 's Dunwall (or the
             | sequel's Karnaca) in the chaos and uncertainty of their
             | plagues; I can put myself in the shoes of one of the
             | faceless, downtrodden members of the proletariat of
             | Coalition-occupied Revachol in _Disco Elysium_ ; a lot of
             | AAA games, on the other hand, feel like theme park rides--
             | well-crafted experiences that are enjoyable but don't stick
             | with you and discourage you from thinking too deeply about
             | them because they don't withstand much scrutiny. But
             | _Cyberpunk 2077_ is evidence that they don 't _have_ to be
             | that way, and _Dishonored_ and _Disco Elysium_ are equally
             | evidence that you don 't need a half-billion-dollar budget
             | and photorealistic graphics to create immersive worlds.
             | 
             | (edited to clarify that I'm not laboring under the
             | misapprehension that _Cyberpunk 2077_ isn 't a AAA game)
        
             | dahart wrote:
             | I recall a paper from GDC many years back that studied the
             | perception of immersion and they measured and ranked maybe
             | a dozen different factors. Graphics and visuals were
             | surprisingly low on the list. The number one thing was the
             | player's sense of identity and clear understanding of their
             | goals. Players tended to correlate realism with high
             | immersion too.
        
               | teamonkey wrote:
               | Oh that sounds really interesting, I'd like to track it
               | down.
               | 
               | Was it this one?
               | https://www.gdcvault.com/play/1015464/Attention-Not-
               | Immersio...
        
               | dahart wrote:
               | That's definitely in the same realm, but not the one I
               | was thinking of. I believe I'm thinking of something
               | maybe 10 years earlier, it had multiple authors, at least
               | one woman, and some of the authors were psychology
               | researchers who were into games. I'd wouldn't be
               | surprised if this is a theme and avenue of research that
               | has come up many years at GDC.
        
           | ascagnel_ wrote:
           | There's something about the image quality of Cyberpunk that
           | looks off to me, and I can't quite put my finger on it. Maybe
           | the hair rendering? Shadowing?
           | 
           | It's clearly going for photo realism, but it somehow looks
           | worse to me than older, lower-fidelity games.
        
             | genewitch wrote:
             | DLSS really messes with the realism, however for actual
             | gameplay it's less annoying to me than i thought it would
             | be from such games as diablo IV and others in that cohort.
             | If you want maximum quality, don't let an AI draw what the
             | developers (artists) intended, just draw what the
             | developers intended. i replied to a sibling comment with 4
             | photo mode screenshots, and you can see that there's a lot
             | of variation in environment lighting, and all of the
             | ambient light is pre-arranged by the design team and
             | developers. In CP2077 a lot of quests are "go to <location>
             | at dusk/dawn/night/noon, or between x&y time, because they
             | want the scene to be cinematic, and it shows. Harsh
             | fluorescent lighting on scenes with a doctor, muted, hazy
             | interactions with a shady character or a scene with
             | emotional turmoil, long shadows and lots of reds at the end
             | of a story arc.
             | 
             | It really feels like they put so much work into how
             | everything _looks_ in the primary and secondary stories.
             | 
             | i can agree though that just "jobbing" it looks more like a
             | run-of-the-mill shooter, though.
        
           | genewitch wrote:
           | I bought cyberpunk when it released, i may have even pre-
           | ordered, i don't remember. I played about 20 minutes after
           | the title drop, you know the one. It was buggy, and didn't
           | really look that good to me, on my samsung 4k monitor.
           | 
           | I then played it again, on the same monitor, last year, and i
           | was pleased with the gameplay, but again, i didn't find
           | anything that remarkable about the overall graphics. the
           | fidelity was great, especially at distance, due to 4k.
           | 
           | I'm 50 hours deep in literally as i type this (about to
           | launch the game), and this time, _this time_ it is completely
           | different. I have an LG 2k HDR screen with  "Smart HDR" and i
           | finally - _finally_ - get it. Your eyes have to adjust just
           | like in real life, to go from dark indoors to bright
           | outdoors. you can see tail-lights and headlights in the
           | mountains of NPCs driving around. lasers sweeping you are
           | menacing.
           | 
           | Even fallout 4, which is the first game i played in 4k 10
           | years ago, looks easily 10 times better in HDR. And i only
           | have the "vanilla+" mod set, 5GB of mods, not the 105GB
           | modset.
           | 
           | I coined the phrase 4 or 5 years ago, that HDR stood for: Hot
           | Damn, Reds! and really, reds are still my least favorite
           | part, they burn to deeply, but from watching several movies
           | on an HDR 4k TV and being real unimpressed, to just these two
           | games, my entire viewpoint has drastically changed.
           | 
           | I didn't know you could put arbitrary people into photo mode
           | in CP2077, and also pose them and move them around, so i was
           | just entering photo mode as best i could and lighting and
           | fiddling with the curves; however, these all took over 4
           | seconds to "render" to the final image, which i found
           | interesting: https://imgur.com/a/DTesuhF
        
           | andybak wrote:
           | > We don't need photorealism in games, but it does help with
           | immersion.
           | 
           | This is a blanket statement I would disagree with.
           | 
           | > Many people, like me, feel like they are inside the game
           | world, rather than playing a game with a TV/monitor in front
           | of them
           | 
           | I can't disagree with a statement about personal preference.
           | 
           | So which is it?
        
         | ryukoposting wrote:
         | My take is that video game devs learn to aspire to cinema,
         | since they're both making "entertainment art that exists on a
         | screen" and cinema is more widely accepted as art among the
         | intelligentsia (not that I agree).
        
         | Tade0 wrote:
         | This. To me one of the reasons why Coffee Stain Studios is such
         | a successful publisher is that its games typically don't push
         | for visual realism for the sake of it (hardly possible anyway
         | when they feature dwarves, alien species and the like).
        
         | simiones wrote:
         | For the same reason it was searched for in painting for so
         | long, and for the same reason movies and plays often
         | meticulously recreate (or film in) real locales and use period-
         | appropriate attire: people, by and large, love looking at
         | reality way more than stylized images.
         | 
         | There are exceptions, but the general public will almost always
         | prefer a photo-realistic renaissance painting to a Picasso
         | portrait, a lavish period piece like Titanic to an experimental
         | set design like Dogville.
        
         | windward wrote:
         | Some games are sold just so the end user can enjoy exercising
         | their new GPU and monitor. Crysis and Control come to mind.
        
           | Arainach wrote:
           | >Control
           | 
           | Did we play the same game? Some of the best lore-building and
           | environmental theming around, paired with some cool
           | mechanics?
           | 
           | Sure, the combat got repetitive but this was hardly something
           | to "just sell GPUs"
        
             | windward wrote:
             | Nevertheless, it was commonly used for showing off (cloudy,
             | particle-y) raytracing.
        
               | badsectoracula wrote:
               | Yes but Control isn't sold "just so the end user can
               | enjoy exercising their new GPU and monitor", it is sold
               | for gamers to play a great game. And IMO it is Remedy's
               | best game since Max Payne 2 (i haven't played Alan Wake 2
               | though) because of its gameplay and atmosphere, not
               | because of its visuals (which, do not get me wrong, are
               | great, but that is largely because of the art direction
               | and visual design, not because of raytracing -- in fact
               | personally i first played and finished the game on an RX
               | 5700 XT which has no raytracing at all and had to tone
               | down a few visual effects, but still found the visuals
               | great).
        
               | windward wrote:
               | I don't really see your point. It was used by
               | benchmarking youtubers for that benchmarking, so it at
               | least sold to them for that reason. It's also the reason
               | I bought it: any later enjoyment is unrelated.
        
               | Arainach wrote:
               | Lots of things are used for benchmarking. Very few are
               | made with it in mind.
               | 
               | Crysis' system requirements at launch were so far above
               | what most people had that I'll give you that. Control
               | wasn't that way at all.
        
               | theshackleford wrote:
               | I don't really see _your_ point because you appear to be
               | moving the goalposts.
               | 
               | > Some games are sold just so the end user can enjoy
               | exercising their new GPU and monitor.
               | 
               | Being used "for benchmarking" and "being sold just" for
               | that purpose are two very different things.
        
               | teamonkey wrote:
               | Control was one of the first big games to come out after
               | Nvidia's first line of GPUs with raytracing hardware (RTX
               | 20xx) and one of the first games to use those hardware
               | features. That's why it was used as a showcase (there was
               | probably a deal between Remedy and nvidia to make this
               | happen, not sure).
               | 
               | It was a good looking game at the time, but remember it
               | originally came out on PS4/Xbox One and that version did
               | NOT have raytracing.
        
             | someuser2345 wrote:
             | That's not the game I played.
             | 
             | The lore was annoying to listen to; whenever I wanted to
             | listen to an audio log, I had to stop playing the game and
             | watch the exact same video of a man smoking and being
             | mysterious.
             | 
             | The cool game mechanics were basically just the gravity gun
             | from Half Life 2, which came out over 20 years ago.
             | 
             | It did have some cool environmental set pieces, but overall
             | I just found the game too pretentious for something that
             | was basically a rip off of the SCP wiki.
        
             | the__alchemist wrote:
             | I was a bit confused by this aspect of control. It was
             | lauded as an example of a top-tier graphics. I liked the
             | game, but its graphics felt mid to me. Maybe due to the
             | grey indoor environments?
        
         | tmtvl wrote:
         | Photorealism is a bad idea if your movement engine isn't good
         | enough to handle the character walking around on uneven
         | terrain. For racing games or flight simulators or such it is
         | less of a problem, but seeing a regular person being absolutely
         | flummoxed by a knee-high wall is massively immersion breaking.
         | 
         | It's something I really noticed when playing Disaster Report 4,
         | where the people look amazingly realistic but some restrictions
         | are clearly just 'developers didn't make this bit walkable'.
        
           | glitchc wrote:
           | This is true in Wukong too, which is otherwise a very good-
           | looking game. There are various points where rocks and
           | scaffolds look just as climbable as those in the game area,
           | yet the game engine places an invisible wall in your way. It
           | breaks immersion instantly.
        
             | Tyr42 wrote:
             | I think it's more that they didn't have the display
             | language to mark those inaccessible parts of the world as
             | "boring", and prevent the player from wanting the walk into
             | that invisible wall in the first place. Or placing the
             | invisible wall 1m infront of a real wall for NO REASON.
             | 
             | While also expecting you to go around searching for hidden
             | goodies nd secret paths.
             | 
             | I swear, the invisible walls are the only thing pushing it
             | to a 9/10 from a 10/10 for me.
        
           | Swizec wrote:
           | > For racing games or flight simulators or such it is less of
           | a problem,
           | 
           | Cars are also easier to make photorealistic. Less uncanny
           | valley effect, lots of flat shiny surfaces.
           | 
           | What absolutely breaks immersion for me in most AAA car games
           | is the absolute lack of crash, scratch, and dirt mechanics.
           | Cars racing around the track for 2 hours don't look like
           | showroom pieces! Make 'em dirty darn it. And when I crash
           | into a wall ...
           | 
           | I'm really excited to try Wreckfest 2 when I get around to
           | it. Arcade-ish driving, not super photorealistic, they put it
           | all on realistic soft body collision physics instead.
        
             | ahartmetz wrote:
             | You might like BeamNG.drive. It has soft-body physics
             | simulation (also for driving dynamics, so it's not arcadey)
             | and decent graphics. It's more like a sandbox with half-
             | done "actual game" mods AFAIU, but happens to be quite
             | popular and very highly rated anyway. I'm on the fence
             | about buying it myself.
        
             | ToucanLoucan wrote:
             | I had a great time recently on my first trip to a
             | racetrack, and the most surprising thing to me was how all
             | the cars were utterly beat to shit. Not like in a bad way,
             | but in like... a sports gear way? They were all working
             | (well, mostly, one guy had a real bad time on his second
             | lap and I'm pretty sure his engine was DONE) but the panels
             | were quite battered, and a number had full on body damage
             | I'm assuming from track contact.
             | 
             | And granted this was an amateur race day, just weekenders
             | having a good time, but it makes sense when you think about
             | it: if the body panels aren't like falling off and are just
             | a bit beat up... why replace them? Especially on some of
             | these cars (late model Corvettes and Mustangs) they don't
             | come cheap at all, and they'll require refinishing and you
             | have to do your livery over again too.
             | 
             | Like a hockey player doesn't buy a new helmet every time
             | they get hit, they/the team would be broke before the
             | season was out.
        
             | anthk wrote:
             | Collin Mc Rae Rally 2 and 2005 did it fine for its era.
             | What CMR2 did was incredible, the damages were very real.
        
             | tmtvl wrote:
             | I seem to recall hearing that car manufacturers only allow
             | their vehicles to be licensed for use in games if they
             | won't really get visually damaged. Kinda funny to see cars
             | just bounce off each other in Gran Turismo. But rally games
             | tend to be better at that (I may have lost a door or two
             | (or a few dozen, but who's counting) in WRC).
        
           | markus_zhang wrote:
           | I think it's like porn. Not sure about you guys, but for me
           | soft-core always looks better than HD hardcore. Soft-core
           | encourages imagination and conveniently covers any body part
           | that is a bit far from perfect.
           | 
           | And that's why I always think ladies who wear just enough
           | clothes are way more sexy than nude ladies.
           | 
           | Hopefully this doesn't offend anyone.
        
             | tmtvl wrote:
             | I get it, I prefer seeing two bears be tender and
             | affectionate rather than just 'bend over and spell run'.
        
         | ekianjo wrote:
         | sales of games say otherwise. 2d pixel games have some
         | occasional hits but the large number of games that make money
         | go for more realism.
        
         | braiamp wrote:
         | > One big issue I never understood is why do we need
         | photorealism in games at all
         | 
         | Because WOW factor sells, specially if it's a new ip. You can
         | see most trailers full of comments "this looks bad".
        
         | __s wrote:
         | Solar Ash is a good example of a non photorealistic 3d game
        
         | lieks wrote:
         | It's a lot easier to get a large team of artists to follow the
         | same artstyle when that artstyle is just "realism". Also,
         | photoscans are convenient.
        
         | fleabitdev wrote:
         | I've wondered whether photorealism creates its own demand.
         | Players spend hours in high-realism game worlds, their eyes
         | adjust, and game worlds from ten years ago suddenly feel wrong;
         | not just old-fashioned, but fake.
         | 
         | This is also true for non-photorealistic 3D games. They benefit
         | from high-tech effects like outline shaders, sharp shadows,
         | anti-aliasing and LoD blending - but all of that tech is
         | improving over time, so older efforts don't look quite right
         | any more, and today's efforts won't look quite right in 2045.
         | 
         | When a game developer decides to step off this treadmill, they
         | usually make a retro game. I'd like to see more deliberately
         | low-tech games which aren't retro games. If modern players
         | think your game looks good on downlevel hardware, then it will
         | continue to look good as hardware continues to improve - I
         | think this is one reason why Nintendo games have so much
         | staying power.
         | 
         | This has been the norm in 2D game development for ages, but
         | it's much more difficult in 3D. For example, if the player is
         | ever allowed to step outdoors, you'll struggle to meet modern
         | expectations for draw distance and pop-in - and even if your
         | game manages to have cutting-edge draw distance for 2025, who
         | can say whether future players will still find it convincing?
         | The solution is to only put things in the camera frustum when
         | you know you can draw them with full fidelity; everything in
         | the game needs to look as good as it's ever going to look.
        
         | energy123 wrote:
         | There is no "we". Some people like it some of the time.
        
           | markus_zhang wrote:
           | Yeah that's fair.
        
         | pradn wrote:
         | A large section of the gaming public sees photo-realistic games
         | as serious, and prefers them for high-budget games. It's a rat
         | race for devs though - its just incredibly expensive to create
         | high quality models, textures, maps.
         | 
         | I've been playing Cyberpunk 2077, and while the graphics are
         | great, it's clear they could do more in the visual realm. It
         | doesn't use current gen hardware to the maximum, in every way,
         | because they also targeted last-gen consoles. I'm thinking in
         | particular of the PS5s incredibly fast IO engine with
         | specialized decompression hardware. In a game like Rachet and
         | Clank: A Rift Apart, that hardware is used to jump you through
         | multiple worlds incredibly quickly, loading a miraculous amount
         | of assets. In Cyberpunk, you still have to wait around in
         | elevators, which seem like diegetic loading screens.
         | 
         | And also the general clunkiness of the animations, the way
         | there's only like two or three body shapes that everyone
         | conforms to - these things would go farther in creating a
         | living/breathing world, in the visual realm.
         | 
         | In other realms, the way you can't talk to everyone or go into
         | every building is a bit of a bummer.
        
           | ferguess_k wrote:
           | I think chasing photorealism also hurts the modding
           | community, which hurts the players. No ordinary modding
           | community could push out photorealistic contents in a
           | realistic span of time. I think that's why we are seeing less
           | and less mods nowadays comparing to the late 90s and early
           | 2000s.
           | 
           | For FPS, HL2/Doom3 is probably the last generation that
           | enjoys a huge modding community. Anything above it pushes
           | ordinary modders away. I believe it is still quite possible
           | to make mods for say UE4, but it just took such a long time
           | that the projects never got finished.
           | 
           | In certain way, I so much wish the graphics froze by the year
           | 2005.
        
             | charcircuit wrote:
             | HL2/Doom3 have built in mod support, so I don't think it's
             | fair to compare it to games that don't have mod support.
        
           | XCSme wrote:
           | Let's see how GTA VI will change this and the industry.
           | 
           | I personally like Cyberpunk's 2077 style, it looks great
           | maxed out with HDR. Yes, the models aren't the best, but the
           | overall look/vibe is spectacular at times.
        
           | kllrnohj wrote:
           | > In Cyberpunk, you still have to wait around in elevators,
           | which seem like diegetic loading screens.
           | 
           | Cyberpunk has vanishingly few elevators. While it may be a
           | loading hide in some spots, it's certainly not indicative of
           | the game which otherwise has ~zero loading screens as you
           | free roam the city including going in & out of _highly_
           | detailed buildings and environments.
           | 
           | > I've been playing Cyberpunk 2077, and while the graphics
           | are great, it's clear they could do more in the visual realm.
           | It doesn't use current gen hardware to the maximum
           | 
           | I'm not sure how you can reach this conclusion to be honest.
           | Cyberpunk 2077 continues to be the poster child of cutting
           | edge effects - there's a reason Nvidia is _constantly_ using
           | it for every new rendering tech they come out with.
        
       | altairprime wrote:
       | It apparently took Mozilla a couple decades to allow displays to
       | present #ff0000 as _sRGB_ red correctly mapped into the display's
       | LUT, rather than as (100%, 0%, 0%) in the display's _native_ LUT,
       | which is why for several years anyone using Firefox on a ProPhoto
       | or Adobe RGB or, later, DCI-P3 or BT.2020 display would get eye-
       | searing colors from the web that made you flinch and develop a
       | migraine. It was, I assume, decided that the improper tone
       | mapping curve gave their version of the web more lifelike color
       | saturation than other browsers -- at least on their majority
       | platform Windows, which lacked simple and reasonable color
       | management for non-professional users until Windows _11_. So
       | Firefox looked brighter, flashier on every shitty Windows display
       | in the world, and since displays were barely capable of better
       | than sRGB, that was good.
       | 
       | Unfortunately, this also meant that Firefox gave eyestrain
       | headaches to every _design professional_ in the world, because
       | our pro color displays had so much more eye-stabbing color and
       | brightness capability than everyone else's. It sucked, we looked
       | up the hidden preference that could have been flipped to _render
       | color correctly_ at any time, and it was tolerable.
       | 
       | Then Apple standardized DCI-P3 laptop displays on their phones
       | and tablets, where WebKit did the right thing -- and on laptops
       | and desktops, where Firefox did not. Safari wasn't very good yet
       | back then to earn conversions, though certainly it is now, and
       | when people tried to switch from Firefox the colors looked washed
       | out and bland next to that native display punch. So everyone
       | thought that Apple's displays were too bright whenever they
       | surfed the web and suffered through a bad LUT experience --
       | literally, Firefox was jamming 100% phosphor brightness into
       | monitors well in excess of sRGB's specified luminosity range --
       | by dimming their displays and complaining about Apple.
       | 
       | And one day, Chrome showed up; faster, lighter, and most
       | critically, _not_ migraine inducing. The first two advantages
       | drew people in; the third made them feel better physically.
       | 
       | Designers, professionals, everyone who already had wide color
       | monitors and then also students; would have eventually discovered
       | (perhaps without ever realizing it!) that with Chrome (and with
       | Safari, if they'd put up with it), they didn't have to dim their
       | monitors, because color wasn't forcibly oversaturated on
       | phosphors that could, at _minimum_ , emit 50% higher nits than
       | the old sRGB-era displays. The web didn't cause eye strain and
       | headaches anymore.
       | 
       | Firefox must have lost an entire generation of students in a year
       | flat -- along with the everyone in web design, photography, and
       | marketing that could possibly switch. Sure, Chrome was slightly
       | better at the time; but once people got used to normal sRGB
       | colors again, they couldn't switch back to Firefox without
       | everything being garish and bright, and so if they wished to
       | leave Chrome they'd exit to Safari or Opera instead.
       | 
       | I assume that the only reason Firefox finally fixed this was that
       | CSS forcibly engraved into the color v3 specification a few years
       | ago that, unless otherwise hinted, #ff0000 is in the _sRGB color
       | space_ and must be rendered as such. Which would have left them
       | no room to argue; and so Firefox finally, far too late to regain
       | its lost web designer proponents, switched the default.
       | 
       | As the article describes, Nintendo understands this lesson fully,
       | and chose to ship Zelda with artistic color that renders
       | beautifully assuming any crap TV display, rather than going for
       | the contrast- and saturation-maximizing overtones of the paired
       | combination of brighter- and more-saturated- than sRGB that TV
       | manufacturers call HDR. One need only look to a Best Buy TV wall
       | to understand: every TV is blowing out the maximum saturation and
       | brightness possible, all peacocks with their plumage flashing as
       | brightly as possible, in the hopes of attracting another
       | purchase. Nintendo's behaviors suck in a lot of ways, but their
       | _artistic_ output understands perfectly how to be beautiful and
       | compelling without resorting to the Firefox approach.
       | 
       | (Incidentally, this is also why any site using #rrggbb looks
       | last-century when embedded in, or shown next to, one designed
       | using CSS color(..) clauses. It isn't anything obvious, but once
       | you know how to see it, it's like the difference between 18-bit
       | 256color ANSI and 24-bit truecolor ANSI. They're not RGB hex
       | codes; they're _sRGB_ hex codes.)
        
       | Jyaif wrote:
       | After reading this article I feel like I learned nothing about
       | what makes HDR good or bad.
        
       | serd wrote:
       | From an interview with legendary Nintendo designer Gunpei Yokoi
       | and Yukihito Morikawa of MuuMuu:
       | 
       | "Do these playworlds really need to be that photorealistic, I
       | wonder? I actually consider it more of a minus if the graphics
       | are too realistic."
       | 
       | https://shmuplations.com/yokoi/
        
       | freilanzer wrote:
       | I cannot be the only who barely notices this in games.
        
       | sgarland wrote:
       | This is apparently an unpopular opinion, but in many games
       | (fantasy RPGs come to mind), I _like_ the fake look. It helps it
       | look other-worldly, IMO. I think for something like Flight Sim,
       | I'd prefer photorealism, but otherwise I'm fine with it looking
       | like, well, a video game.
       | 
       | It might be a generational thing, too; I was born in the late
       | 80s, and my formative years were spent playing cartoonish games
       | like Commander Keen, Command & Conquer, etc.
        
       | sgarland wrote:
       | > The exposure level is also noticeably lower, which actually
       | leaves room for better mid-tone saturation.
       | 
       | Decades ago, when I shot film, I remember discovering that I
       | really liked how photos looked when underexposed by half a stop
       | or so. I never knew why (and I wasn't developing my own film, so
       | I've no idea what the processor may have been doing), but I
       | wonder if this was a contributing factor.
        
       | ChoGGi wrote:
       | I don't want realistic looking games, I want pretty looking
       | games.
       | 
       | Look at movies that go all in on realism, can't see anything,
       | can't hear anything. That's terrible.
        
         | happymellon wrote:
         | The fact you can't hear anything has nothing to do with
         | realism. It's lazyness.
         | 
         | https://www.slashfilm.com/673162/heres-why-movie-dialogue-ha...
        
       | PaulHoule wrote:
       | I was excited when I first heard about HDR but when I saw the
       | implementation I thought: gee, they're going to screw up both the
       | SDR and the HDR and that seems to be the case quite often. Going
       | from SD -> HD your picture got better although it often got
       | stretched out, but it's not so clear the HDR version of a movie
       | is really going to be an improvement.
        
       | fidotron wrote:
       | All of the "bad" examples look like they're playing on a PC with
       | poorly set gamma curves. Play on a TV where the curves are setup
       | properly because TV people actually care about color
       | reproduction.
        
       | atoav wrote:
       | As someone who worked a lot in realistic VFX I concur with the
       | observation that nearly no game is doing tone mapping right and
       | my guess to why that is always has been the fact that doing it
       | right is just very complex.
       | 
       | There are many, _many_ things artists need to do correctly, many
       | of which have no idea of the whole pipeline. Let 's say someone
       | creates a scene with a tree in it. What is the correct
       | brightness, saturation and gamma of that trees texture? And if
       | that isn't correct, how could the lighting artist correctly set
       | the light? And if the texture and the light is wrong the correct
       | tone lmap will look like shit.
       | 
       | My experience is that you need to do _everything_ right for a
       | good tonemap to look realistically, and that means working like a
       | scientist and having an idea of the underlying physical formulae
       | _and_ the way it has been implemented digitally. And that is
       | sadly something not many productions appear to pull off. But if
       | you pull it off everything pops into place.
       | 
       | The added complication with games is of course that you can't
       | just oprimize the light for one money shot, it needs to look good
       | from all directions. And that means it is hard to make it look as
       | good as a film shot, because that risks making it look like crap
       | from other directions which studios aren't willing to risk.
       | 
       | The dragon in The Hobbit isn't just about the tonemapping, it is
       | at least as much (if not more so) a lighting issue. But the two
       | can influence each other in a bad way.
        
       | os2warpman wrote:
       | Why does everything (in big-budget video games) look shiny and
       | wet?
       | 
       | If it is an attempt at realism, reality is not constantly shiny
       | and wet.
       | 
       | If it a subjective artistic choice, it is objectively wrong and
       | ugly.
       | 
       | Is there an expectation that everything look shiny and wet to
       | make it seem more "dynamic"?
       | 
       | Is it an artists' meme, like the Wilhelm Scream in cinematic
       | sound design?
        
         | mfro wrote:
         | Overuse of reflective surfaces are the same kind of fad we saw
         | with bloom in the mid 2000s and early 2010s. Now that SSR
         | everywhere is technicaly feasible gamedevs want to use them
         | everywhere. I think this started 5-10 years ago and RTX has
         | renewed the meme, unfortunately.
        
         | schmidtleonard wrote:
         | Specular highlights are cheap (frame time and artist time) and
         | beautiful when done right, so everyone tries to do them and
         | they get overcooked.
         | 
         | There is a secondary problem in big budget games where modeling
         | work gets farmed out leading to selection for "what looks good
         | in the preview pic." In the preview pic, the asset artist gets
         | to choose background/scene/lighting, and it's an easy trick to
         | choose them to make the specular highlights pop. The person
         | doing integration buys the asset, drops it in wildly different
         | background/scene/lighting, and now the specular highlights are
         | overcooked because the final scene wasn't chosen for the
         | specific purpose of leveraging specular highlights.
         | 
         | tl;dr artists ship the org chart too
        
         | perching_aix wrote:
         | The common wisdom is that it's more difficult to make sunny and
         | dry environments look pretty than it is overcast and wet ones.
         | I tend to agree with this based on the end results I've seen
         | over the many years.
        
           | e3bc54b2 wrote:
           | That's what I used to think too.. but Spec Ops: The Line is
           | entirely based in desert, even has a shot of sarin horror and
           | while 'pretty' isn't the word I'd use, it is stunning.
        
         | HatchedLake721 wrote:
         | Isn't Unreal Engine guilty with this? That's how I often
         | recognize it's an Unreal Engine game.
        
         | 0cf8612b2e1e wrote:
         | I thought this was going to be the subject of the article. For
         | years now, everything looks weirdly shiny.
        
         | pradn wrote:
         | Recently, some of it seems to be just to highlight raytracing
         | hardware. Cyberpunk uses a lot of metal reflective surfaces to
         | give a futuristic/tech vibe. But that's one sort of futurism.
         | There'll be plenty of use of natural stone, wood, and tile far
         | far into the future.
        
         | scyzoryk_xyz wrote:
         | It is amusing now that you point it out. There are always
         | trends that come and go in these large scale industrial
         | artforms. As others point out in this case likely a response to
         | technical advancements and desire to emphasize those. Another
         | example that would come to mind here is is the orangey-sunlit
         | ears that seemed to show up everywhere to show off subsurface
         | scattering.
         | 
         | Thinking back - films also are always doing some new exciting
         | thing all at once. That wild colored lighting aesthetic of the
         | past decade comes to mind. That's a result of refined color
         | correction software and awesome low-cost LED lights. Or drone
         | shots. So many drone shots.
         | 
         | It's usually a group-think phenomenon where everyone was
         | previously unable to do something and now they can and everyone
         | wants to try it. And then there are successes and management
         | points at those and yells 'we want that, do that!', and
         | distribution follows, and if becomes mandatory. Until everyone
         | is rolling their eyes and excited about another new thing.
         | 
         | It's a silly phenomenon when you think about it - any true
         | artist-director would likely push back on that with a coherent
         | vision.
        
         | rasz wrote:
         | Michael Mann starting with Thief (1981).
         | 
         | "Mann sprayed down the city's nocturnal streets with tens of
         | thousands of gallons of water, so that they took on an unreal,
         | painterly glow." - New York Times
        
       | dahart wrote:
       | I truly don't understand the author's opinions about contrast
       | here. The RE7 image is the only one here that looks 'realistic',
       | and at a glance could be mistaken for a photograph, and he says
       | it's got way too much contrast.
       | 
       | No other image here comes anywhere even close, definitely not
       | Zelda nor GTA5.
       | 
       | Personally I think the whole problem with the first 5 images is
       | that they don't have enough contrast, and they have too much
       | detail. The color handling isn't the only reason they don't look
       | realistic, but making sure every single pixel's nicely exposed
       | and that nothing gets too dark or too bright is allowing to let
       | all the CG fakeness show through. One of the reasons the RE7
       | image looks better is you can't clearly see every single thing in
       | the image.
       | 
       | If you take photographs outside and the sun is in the shot, you
       | will absolutely get some blown out white and some foreground
       | blacks, and that's realism. The CG here is trying too hard to
       | squeeze all the color into the visible range. To my eyes, it's
       | too flat and too low contrast, not too high contrast.
        
         | kevingadd wrote:
         | One problem with photorealism is a lot of players are on bad
         | displays, or in bad viewing environments. Games often take this
         | into account in their visual direction so that they will be
         | more legible in these different environments. It used to be
         | even worse when designing a game for say the Gameboy Advance or
         | original Nintendo DS where you knew the screen wasn't backlit
         | or wasn't particularly bright so your images needed to be
         | bright and colorful. Even now, a Nintendo Switch game might be
         | played on the bus.
         | 
         | For big budget games the solution for this is typically to have
         | brightness calibration when the game first boots up, but the
         | game itself still needs to be designed adaptively so that it's
         | not Too Dark or Too Bright at critical points, otherwise the
         | playability of the title is jeopardized. This runs counter to a
         | goal of photorealism.
        
           | PaulHoule wrote:
           | I made thermal prints (receipt printer) of concept art from
           | _Pokemon Sun and Moon_ for the Nintendo 3DS and Switch, like
           | this one
           | 
           | https://safebooru.org/index.php?page=post&s=view&id=1821741
           | 
           | and found they did really well because the art was designed
           | to look good on bad screens and poor viewing conditions. I
           | think of it in terms of Ansel Adam's Zone theory in that the
           | ideal image is (1) legible if you quantize it to 11 tones of
           | grey (looks OK printed in the newspaper), but (2) has
           | meaningful detail in most or all of those zones.
           | 
           | I'm kinda disappointed that the Nintendo 3DS version didn't
           | use the stereo effects but they would have had to decided if
           | her hair forms a sheet or a cone.
        
         | alt227 wrote:
         | > definitely not Zelda nor GTA5.
         | 
         | The zelda screenshot he uses as an example of how good things
         | look without HDR, looks terrible to me. It is all washed out
         | with brightness and bloom, and all the shadows in the landscape
         | that in reality would almolst be black, are very light grey.
        
           | XCSme wrote:
           | I agree, it is washed out, and I was trying to find what
           | exactly in the image the author really liked, but all I saw
           | was a decolorated postcard.
        
         | PaulHoule wrote:
         | For me games being too dark and not being able to see anything
         | is a pet peeve. I can see the point in a horror game, but I
         | will set the gamma or turn up the brightness if it makes the
         | game hard to play.
        
           | dahart wrote:
           | Oh I agree. The art director needs to be exposing the
           | important gameplay elements to be visible. That doesn't mean
           | they should avoid blacks for everything though, and that's
           | what all images except the RE7 image are doing.
        
           | mmis1000 wrote:
           | Out of my mind, the destiny 2 is the biggest offender of this
           | category. If I can't see shit at all, how does the feeling
           | artist trying to convince even matter? I will just turn the
           | brightness in graphic card setting all the way up. Because
           | the cap in in game setting is insanely low.
           | 
           | Plus isn't not even a horror game. Come on, you are a shooter
           | game. How does a shooter game that you can't see anything
           | even make sense?
        
         | carlosjobim wrote:
         | You're arguing that game engines should imitate photographic
         | cameras, but they should imitate our eyes, which will never
         | blow out whites outside in the sun.
        
           | dahart wrote:
           | Our eyes absolutely blow out whites in the sun. Doubly so
           | when looking at the sun or even reflections immediately after
           | being in the dark for a while, and when looking at bright
           | that is very near dark in your visual field.
           | 
           | I'm not necessarily arguing games should imitate cameras, I
           | really only think over-compressing the dynamic range is bad,
           | and I don't understand why the author is arguing for that.
        
             | mystraline wrote:
             | > Our eyes absolutely blow out whites in the sun.
             | 
             | Do you have a new technique to decode eye-brain perception
             | in terms of how we perceive visual signals? Do you have a
             | paper indicating how you make this claim for everyone?
        
               | dahart wrote:
               | Do you really need a paper? It's well known that looking
               | at the sun does damage to rods and cones, because it far
               | exceeds their response range, long before perception gets
               | involved.
        
               | NewsaHackO wrote:
               | Woah, the sun is bright? How do you know this is true for
               | everyone? Do you have a peer reviewed RCT paper posted in
               | a high impact journal confirming this?
        
               | mystraline wrote:
               | 'In the sun' != 'at the sun'
               | 
               | And you completely miss what I'm asking too.
               | 
               | Chemical reactions in the rods and cones are only a small
               | portion of vision processing. The rest is in the brain,
               | with a great deal of various processing happening, that
               | eventually comes to cognition and understanding what you
               | see.
               | 
               | And parts of the visual cognition system also synthesize
               | and hallucinate vision systems as well, like the vision
               | hole where the optic nerve meets the eye. But
               | cognitively, the data is there smeared across time and
               | space (as in a SLAM algo putting the data where it should
               | go, not what is measured).
        
               | dahart wrote:
               | What, exactly, is relevant about the perception and
               | cognition systems if the signal from rods and cones is
               | clipped or distorted? By 'blown out' we are talking about
               | the rods and cones being saturated and unable to respond
               | meaningfully. Your question doesn't make sense, and I'm
               | neither making claims about nor arguing over what happens
               | in the perceptual system to bad/saturated inputs.
               | 
               | I don't know what you mean by 'in the sun' != 'at the
               | sun'. I'm the one who said 'in the sun' and I was talking
               | about staring at the sun. I'm not sure what your point
               | is, but if you're trying to say that a game render of
               | looking at the sun is different than the experience of
               | actually looking at the sun, then I wholly agree. A game
               | will (rightly and thankfully) never fully recreate the
               | experience of looking at the sun. If you're trying to
               | defend &carlosjobim's claim that human vision doesn't
               | have an absolute upper luminance limit, then I think you
               | need to back that claim up with some evidence.
        
             | carlosjobim wrote:
             | It's a cloudy day here and I'm within my rather dimly lit
             | office. If I look out the window, it is no problem to see
             | clouds in all their details, and I don't loose any details
             | within the darker environment in the room. A camera will
             | either blow out the entire sky outside the window to
             | capture the details in the room - or make the room entirely
             | black to capture the details of the sky through the window.
             | 
             | I mean, most people reading our comment thread here have
             | their smart phone by their side and can instantly verify
             | that eyes do not blow out whites or compress blacks like a
             | camera. The dynamic range of our eyes is vastly superior to
             | cameras. So aiming to imitate cameras is a mistake by game
             | developers.
             | 
             | Of course, staring straight into the sun or a very bright
             | light or reflection is a different matter.
        
               | dahart wrote:
               | The first three pictures in the article have direct sun
               | visible in the sky and not clipping. I was referring to
               | that. The sun itself does blow out when you look directly
               | at it, but please don't spend time staring at the sun as
               | it will damage your eyes.
               | 
               | The dynamic range of human eyes is not vastly superior to
               | cameras. Look it up, or measure. It's easy to feel like
               | eyes have more range because of adaptation, foveation,
               | iris, etc.
               | 
               | Again, I didn't argue that games should imitate cameras.
               | But that would be better than what we have in games;
               | movies look way better than the game screenshots in this
               | article.
        
         | epolanski wrote:
         | It's not about being realistic but good looking.
        
           | dahart wrote:
           | Okay, the only image that looks "good" to me in terms of
           | color handling is the RE7 image.
        
             | epolanski wrote:
             | Zelda is gorgeous.
        
       | the__alchemist wrote:
       | Hmm. I like the author's main point in many video games doing
       | this unrealistically, but there are a few sticking points that
       | are relevant from the past few years:                 - The
       | omission of discussing HDR monitors, and how you can't really
       | capture that on a screenshot. This is a game changer, especially
       | with new games and monitors.       - The omissions of discussing
       | Unreal5 games that have come out in the past few years. (e.g.
       | Talos principle 2, Hellblade 2, Stalker 2)       - Not enough
       | examples of games that do it well, with A/B comparisons of
       | similar settings       - The Nintendo screenshot as an example of
       | doing things right isn't working for me.
       | 
       | Another interesting example of lighting done well is Kingdome
       | Come Deliverance 2. The details don't look nearly as nice as,
       | e.g. UE5 game and it unfortunately doesn't support monitor HDR,
       | but it has very realistic looking lighting and scenes.
        
         | cubefox wrote:
         | The article is from 2017.
        
           | the__alchemist wrote:
           | Oh wow. I wonder what the author thinks of the new trends! I
           | bet he or she would be pleasantly surprised by some of them.
        
             | cubefox wrote:
             | Yeah, since then there were some games with very natural
             | looking contrast and colors, perhaps most notably Red Dead
             | Redemption 2 (2018). Or, years later, Kingdom Come
             | Deliverance 2 (2025), which you already mentioned. As a
             | negative example: as far as I can tell, Horizon Forbidden
             | West (2022) mostly doubled down on the exaggerated color
             | contrast he criticized in the predecessor.
        
               | the__alchemist wrote:
               | Concur on Forbidden West having the same problem as HZD
               | that the author mentioned. I remember thinking about the
               | dark/indoor areas with accent lighting, and vegetation in
               | particular compared to similar scenes in Talos Principle
               | 2. (Similar release dates) HZD wasn't in the same league
               | as Talos.
        
       | esafak wrote:
       | The screenshot of "Zelda: Breath of the Wild " the author holds
       | up as an exemplar looks unrealistically tone mapped to me. The
       | "bad" screenshots in the lede look more natural and pleasing. Not
       | realistic -- they're too stylized for my taste -- but the Zelda
       | screenshot is simply unrealistic in a different direction.
        
         | the__alchemist wrote:
         | This is an example of a phenomenon I've seen many times on the
         | internet:                 - Person has a critique of certain
         | media (books, authors, games etc). They are valid critiques.
         | - You ask what the person thinks is an example of media that
         | doesn't have this problem, or the media they like.        - The
         | examples given are not in the same league, or do the one thing
         | better, and many other aspects poorly.
        
       | turnsout wrote:
       | This article is just misinformed. Source: I've been working with
       | color space conversion, HDR tone mapping, gamut mapping and "film
       | look" for 20 years.
       | 
       | It's clear from their critique of the first screenshots that
       | their problem is not with HDR, but contrast levels. Contrast is a
       | _color grading_ decision totally separate from HDR tonemapping.
       | 
       | There's then a digression about RED and Arri that is incorrect.
       | Even their earliest cameras shot RAW and could be color matched
       | against each other.
       | 
       | Then they assert that tone mapping is hampered by being a 1D
       | curve, but this is more or less exactly how film works. AAA games
       | often come up with their own curves rather than using stock
       | curves like Hable or ACES, and I would assume that they're often
       | combined with 3D LUTs for "look" in order to reduce lookups.
       | 
       | The author is right about digital still cameras doing a _very
       | good_ job mapping the HDR sensor data to SDR images like JPEGs.
       | The big camera companies have to balance "accuracy" and making
       | the image "pleasing," and that's what photographers commonly call
       | their "color science." Really good gamut mapping is part of that
       | secret sauce. However, part of what looks pleasing is that these
       | are high contrast transforms, which is exactly what the author
       | seems to not like.
       | 
       | They say "we don't have the technical capability to run real film
       | industry LUTs in the correct color spaces," which is just
       | factually incorrect. Color grading software and AAA games use the
       | same GPUs and shader languages. A full ACES workflow would be
       | overkill (not too heavy, just unnecessarily flexible) for a game,
       | because you can do you full-on cinema color grading on your game
       | and then bake it into a 3D LUT that very accurately captures the
       | look.
       | 
       | The author then shows a screenshot of Breath of the Wild, which
       | I'm nearly positive uses a global tonemap--it just might not do a
       | lot of dynamic exposure adjustment.
       | 
       | Then they evaluate a few more images before praising a Forza
       | image for being low contrast, which again, has nothing to do with
       | HDR and everything to do with color grading.
       | 
       | Ultimately, the author is right that this is about aesthetics.
       | Unfortunately, there's no accounting for taste. But a game's
       | "look" is far more involved than just the use of HDR or tone
       | mapping.
        
       | jpadkins wrote:
       | Path of Exiles 2 is a good recent example of a game that does a
       | pretty good job of contrast and tone (staying true to the dark,
       | gritty theme that is going for). I think it was smart of the devs
       | to keep all the high contrast to effects and lighting.
        
       | SirMaster wrote:
       | This seems pretty irrelevant now. This article is from 2017 which
       | is before we had proper real HDR support in Windows 10 and much
       | better HDR support now in Windows 11.
       | 
       | And before we had OLED gaming monitors which can actually now
       | display good HDR at 1000+ nits.
       | 
       | This was definitely during a transitional phase with mostly fake
       | HDR techniques that needed tone-mapping. Now we have real HDR
       | that doesn't need tone-mapping, or only a small amount of tone-
       | mapping above the display peak nits point.
        
         | theshackleford wrote:
         | > And before we had OLED gaming monitors which can actually now
         | display good HDR at 1000+ nits.
         | 
         | It's worth pointing out these monitors for the most part can
         | not sustain it or achieve it at anything other than the
         | smallest possible window sizes, such as the 1-3% window sizes
         | at best.
         | 
         | > Now we have real HDR that doesn't need tone-mapping, or only
         | a small amount of tone-mapping above the display peak nits
         | point.
         | 
         | For the reasons outlined above (and other) tone mapping is
         | still heavily required.
         | 
         | It's worth noting that OLED TVs do a significantly better job
         | at displaying high nits in both percentage of the display and
         | in sustaining it. It's my hope the monitors eventually catch up
         | because I waited a long time for it to become monitor sized.
        
           | SirMaster wrote:
           | > It's worth pointing out these monitors for the most part
           | can not sustain it or achieve it at anything other than the
           | smallest possible window sizes, such as the 1-3% window sizes
           | at best.
           | 
           | Sure, but the parts of the image that are anywhere near 1000
           | nits are usually quite small and are things like muzzle
           | flashes or light fixtures or centers of explosions, or magic
           | effects etc.
           | 
           | https://www.rtings.com/monitor/reviews/asus/rog-swift-
           | oled-p...
           | 
           | This is OLED gaming monitor that came out 2 years ago
           | measures 904 nits on a 10% sustained white window.
        
             | theshackleford wrote:
             | > Sure, but the parts of the image that are anywhere near
             | 1000 nits are usually quite small and are things like
             | muzzle flashes or light fixtures or centers of explosions,
             | or magic effects etc.
             | 
             | Sure, but plenty of things are bright enough in combination
             | at varying window sizes that combined the panels have to
             | drop down significantly. So you might get 1000 nits for a
             | muzzle flash but ~200nits at best for a "bright sunny day."
             | 
             | The problem is way too many people (I'm not suggesting you)
             | don't realise this and just think they are "getting
             | 1000nits!"
             | 
             | >https://www.rtings.com/monitor/reviews/asus/rog-swift-
             | oled-p...
             | 
             | Yes, I own this display and it's one of the better ones for
             | brightness which is why I grabbed it.
             | 
             | However even on the latest firmware, It has a bunch of
             | issues including with colours in HDR unfortunately. It also
             | has incredibly aggressive ABL. Still a great display, but
             | with more limitations compared to the TVs than I'd like
             | still. They'll get there though hopefully in few more
             | generations.
        
       | pflenker wrote:
       | I skipped the text and looked at the images and was unable to
       | understand if they were supposed to be bad or good examples. I
       | liked them. Then k read through the text and learned that they
       | are supposed to be bad examples.
       | 
       | But why though? I suspect that either I am not good at this kind
       | of thing, or this is a purist thing, like ,,don't put pineapples
       | on pizza because they don't do that in Italy".
       | 
       | I don't want games to look realistic. A rainy day outside looks
       | gray and drab, there is nothing wrong with rainy days in games
       | not looking like the real thing, but awesome and full of
       | contrasts.
        
         | CupricTea wrote:
         | >I don't want games to look realistic. A rainy day outside
         | looks gray and drab, there is nothing wrong with rainy days in
         | games not looking like the real thing, but awesome and full of
         | contrasts.
         | 
         | In photography and cinematography contrast and color curves are
         | near ubiquitously modified artistically to evoke a certain
         | feeling. So even without 3D renderings added colors are
         | adjusted for aesthetic over raw realism.
        
         | diob wrote:
         | Reminds me of how movies / shows these days have gotten so
         | dark, when in the past even dark scenes were often lit in such
         | a way as to show details.
        
         | chihuahua wrote:
         | I totally agree. The example pictures in the article look fine.
         | 
         | I don't know what the author wants, but perhaps it's some kind
         | of industry insider view similar to where "true artists' make
         | movies that are so dark you can't see anything, and the dialog
         | is quiet mumbling and the sound effects are ear-shattering.
         | Perhaps there's an equivalent to that in games.
        
           | kllrnohj wrote:
           | > I don't know what the author wants
           | 
           | If only they had written an article about what they wanted...
           | 
           | > but perhaps it's some kind of industry insider view similar
           | to where "true artists' make movies that are so dark you
           | can't see anything
           | 
           | Nope, it's not that.
        
       | otikik wrote:
       | The article lacks some examples of what "done right" means. It
       | points to some videogames that "do it terribly" (they look ok to
       | me? not photorealistic, but not every videogame has to be like
       | that?) but it does not show how "a correct" version of each image
       | would be. Just says "it looks obviously bad". Sorry but I don't
       | see it. I'm fine with videogames looking videogamey.
        
         | armonster wrote:
         | The article shows 5 images from games showing it done poorly,
         | and 4 images from games showing it done well.
         | 
         | A fifth image of it done well was added in an edit.
        
           | otikik wrote:
           | It doesn't matter if the images are different. To the author
           | it might be super obvious why some are good and others
           | aren't. To me they all look good.
        
       | int0x29 wrote:
       | I suspect contrast in a lot of the games he's skewering is high
       | because they are shootery type games where players need too see
       | things, understand them, and react to them quickly
       | 
       | Also I don't necessarily see a need to make everything look like
       | physical film.
        
       | gloosx wrote:
       | All these massive studios with their grand budgets can't make a
       | game which is not looking like a cartoon.
       | 
       | A real masterpiece of modern graphics is a game made by two
       | brothers called "Bodycam"
        
       | codeulike wrote:
       | Previously posted in 2017
       | 
       | https://news.ycombinator.com/item?id=15534622
        
       | qoez wrote:
       | Am I taking crazy pills or are the blacks actually crushed in
       | zelda but not crushed in zero dawn (opposite to what's stated).
        
       | lawlessone wrote:
       | slightly related but a lot of newer games have weird colour
       | filtering and post processing effects now that drive me nuts
        
       | ooterness wrote:
       | The opposite extreme: physics-based rendering that models the
       | entire optical chain of a film camera, including the emulsion
       | layers.
       | 
       | https://youtu.be/YE9rEQAGpLw?feature=shared
        
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