@LukeAlmighty
I agree but doing transparency properly is expensive though however I forgot why
@matrix
Yes, but you have to be smart about it, because this looks like I am looking at my screen through a fucking net.
@LukeAlmighty
This is definitely one of the worse usages I've seen
@matrix
I absolutely hate the effect, and it's getting used more and more every fucking day.
And I don't get it, because even flat shading of CS 1.6 feels more natural to me, then a static mesh over the entire screen.
@matrix @LukeAlmighty at least give the option to use it. I would rather have a 30fps lock and ps2 graphics than dithering, it looks horrible. I feel that way about screen space reflections too. They just look like ass.
@beardalaxy @LukeAlmighty
Definitely would be cool if you could toggle better transparency.
Well SSR are better than cubemaps and raytracing is still quite a performance hit so you don't have any options there.
@matrix @LukeAlmighty I tend to just turn reflections off lol, and cube maps can look better in some situations. They're not as accurate, but they're not as annoying imo.
@beardalaxy @LukeAlmighty When placed at enough places and perspective corrected they definitely do look better, but only if the scene is static. Enemies or items not reflecting can be quite jarring.
@matrix @LukeAlmighty for me it's like, if i don't notice it, then that's a good thing. i'm normally not looking at reflections to make sure they reflect everything correctly, and if i notice a reflection it's usually because it's moving in a weird way or there are things disappearing in it and stuff. it's just distracting. cubemaps can't reflect dynamic entities, but if i'm focused on the entity itself and there's nothing to distract from that then it's good!
@beardalaxy @matrix
Do you have a "worst case" example of screen space reflections? I never thought of them as bad.
@LukeAlmighty @matrix ahhh there was a video I was watching a while ago that showed it pretty well but I can't remember what it was, maybe a 2kliksphilip video? I'll have to go check.
It's just really annoying to me how the reflection changes based on where your camera is pointing. It's really bad when it's applied to things like large bodies of water, slick and reflective floors, or windows. For small puddles and things that are heavily diffused it can look fine, and I think it's great for fixed perspective games or games where you're going too fast to recognize it, like driving games.
@LukeAlmighty @beardalaxy The hall in the Atomic Hearth intro makes it quite jarring and I believe it isn't the only time that game.
Also in Cyberpunk at night the lights not properly reflecting can be weird, even when raytraced as not all lights were included.
@LukeAlmighty @matrix if the timecode doesn't work it is where he's talking about the water in the fountain
@beardalaxy @matrix
Thank you.
Yeah, I can see this really ruining your day.
Kinda reminds me of grass pop-in :D
Thank you.
@LukeAlmighty FUCK DITHERING
@LukeAlmighty foot
Aaaaand.... Fuck this game,
I won't spend 5h in a tutorial