For depth of field, our eyes don’t automatically do that for a rendered image. It’s a 2d image when we look at it and all pixels are the same distance and all are in focus at the same time. It’s the effect you get when you look at something in the distance and put your finger near your eye; it’s blurry (unless you focus on it, in which case the distant objects become blurry).
Even VR doesn’t get it automatically.
It can feel unnatural because we normally control it unconsciously (or consciously if we want to and know how to control those eye muscles at will).
No, your eyes can’t do it on a screen. The effect is physically caused by the different distances of two objects, but the screen is always the same distance from you.
Not in the same way. Our eyes have lower resolution away from the center, but that’s not what’s causing DoF effects. You’re still missing the actual DoF.
If the effect was only caused by your eye, the depth wouldn’t matter, but it clearly does.
I’m not sure I agree. Just like Motion Blur, DoF is a real phenomenon, and we notice when it’s absent. There are lots of good artistic reasons to use it.
But just like Motion Blur, it’s really hard and costly to implement properly. Unless you have close-to-perfect eye tracking, it will be annoying because of what you describe. So until we’ve got that working well, having no DoF is much better.
My Dad showed me the Avatar game on PS4. The default settings have EXTREME motion blur, just by turning the camera; the world becomes a mess of indecipherable colors, it’s sickening.
It’s like motion blur. Your eyes already do that, you don’t need it to be simulated…
For depth of field, our eyes don’t automatically do that for a rendered image. It’s a 2d image when we look at it and all pixels are the same distance and all are in focus at the same time. It’s the effect you get when you look at something in the distance and put your finger near your eye; it’s blurry (unless you focus on it, in which case the distant objects become blurry).
Even VR doesn’t get it automatically.
It can feel unnatural because we normally control it unconsciously (or consciously if we want to and know how to control those eye muscles at will).
No, your eyes can’t do it on a screen. The effect is physically caused by the different distances of two objects, but the screen is always the same distance from you.
Yes, but you still get the blurry effect outside of the spot on the screen you’re focused on.
Not in the same way. Our eyes have lower resolution away from the center, but that’s not what’s causing DoF effects. You’re still missing the actual DoF.
If the effect was only caused by your eye, the depth wouldn’t matter, but it clearly does.
Yeah I get it, I’m just saying it’s unnecessary. If I need to see what’s going on in the background, then my eyes should be able to focus on it.
There are very few scenarios where DoF would be appropriate (like playing a character who lost their glasses).
Like chromatic aberration, which feels appropriate for Cyberpunk, since the main character gets eye implants and fits the cyberpunk theme.
I’m not sure I agree. Just like Motion Blur, DoF is a real phenomenon, and we notice when it’s absent. There are lots of good artistic reasons to use it.
But just like Motion Blur, it’s really hard and costly to implement properly. Unless you have close-to-perfect eye tracking, it will be annoying because of what you describe. So until we’ve got that working well, having no DoF is much better.
to be fair you need it for 24fps movies. however, on 144Hz monitors it’s entirely pointless indeed
My Dad showed me the Avatar game on PS4. The default settings have EXTREME motion blur, just by turning the camera; the world becomes a mess of indecipherable colors, it’s sickening.
Turning it off changed the game completely.