The incredibly controversial Assassin's Creed Mirage chromatic aberration setting is getting removed for all players, with an option to turn it back on.
It is more or less a color halo outlining everything. It was supposed to simulate the subtle visual distortion of older lenses i.e cameras but… who the hell even wants that?
As an amateur astronomer with a strong eyeglass prescription, chromatic aberration is the bane of my existence. I get why they try to simulate a camera, but the more I can avoid the pitfalls of cheap low quality lenses, the better–I already have two of them on my face all the time
Same, I even pay hundreds of dollars out of pocket to have glass lenses cut because I legitimately don’t understand how people deal with the chromatic distortion and starburst effect that come with the high refraction plastic.
I mean, I do get it - people just don’t know any better. What I don’t get is why a literal doctor of optometry will look at you like you’ve got three heads when you start asking about the superior optic properties of glass.
Like Bloom in the 7th gen it was the style at the time. Someone at the time had a shitty idea that the “camera” in games should mimic cameras (bad ones) and I guess some exec liked it and was spread along all AAA games.
I guess now we’re going back on that like we did with “brown and grey = realism” fad.
I don’t understand this need to make games look like they’re filmed on a camera, it kills the immersion for me. I’m playing a fantasy game, I don’t want it to look like I’m watching a shitty video. Some games also do this thing where going from dark to light makes the screen super white so you can barely see for a second, cameras do that very noticably but eyeballs don’t
The correct way of implementing chromatic aberration would be like the one on the “corrected” side. There is still some, but it really is subtle.
Anyway, I don’t think games are a good target for chromatic aberration. It’s really meant for photorealistic scenes, mainly photorealistic renders, that give a sort of uncanny valley effect without it.
But once again - it looks stupid if your scene is not photo-realistic in the first place.
It is supposed to mimic low quality cameras. Chromatic abberation occurs because different colors of light focus at slightly different distances from the lens. This is the same effect that causes prisms to “split” white light into its component colors. i.e the angle light is bent depends on its wavelength/color. Newer, more expensive cameras have various means of either cirrecting for or avoiding the problem.
It is more or less a color halo outlining everything. It was supposed to simulate the subtle visual distortion of older lenses i.e cameras but… who the hell even wants that?
As an amateur astronomer with a strong eyeglass prescription, chromatic aberration is the bane of my existence. I get why they try to simulate a camera, but the more I can avoid the pitfalls of cheap low quality lenses, the better–I already have two of them on my face all the time
Same, I even pay hundreds of dollars out of pocket to have glass lenses cut because I legitimately don’t understand how people deal with the chromatic distortion and starburst effect that come with the high refraction plastic.
I mean, I do get it - people just don’t know any better. What I don’t get is why a literal doctor of optometry will look at you like you’ve got three heads when you start asking about the superior optic properties of glass.
Like Bloom in the 7th gen it was the style at the time. Someone at the time had a shitty idea that the “camera” in games should mimic cameras (bad ones) and I guess some exec liked it and was spread along all AAA games.
I guess now we’re going back on that like we did with “brown and grey = realism” fad.
I do see bloom and light halos/rays at night thanks to an astigmatism
I don’t understand this need to make games look like they’re filmed on a camera, it kills the immersion for me. I’m playing a fantasy game, I don’t want it to look like I’m watching a shitty video. Some games also do this thing where going from dark to light makes the screen super white so you can barely see for a second, cameras do that very noticably but eyeballs don’t
Eyeballs aren’t as bad as cameras, but they definitely also do that.
You’re still using your eyeballs!
The correct way of implementing chromatic aberration would be like the one on the “corrected” side. There is still some, but it really is subtle.
Anyway, I don’t think games are a good target for chromatic aberration. It’s really meant for photorealistic scenes, mainly photorealistic renders, that give a sort of uncanny valley effect without it.
But once again - it looks stupid if your scene is not photo-realistic in the first place.
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Is it supposed to highlight the “mirage-ness” of it all or something?
It is supposed to mimic low quality cameras. Chromatic abberation occurs because different colors of light focus at slightly different distances from the lens. This is the same effect that causes prisms to “split” white light into its component colors. i.e the angle light is bent depends on its wavelength/color. Newer, more expensive cameras have various means of either cirrecting for or avoiding the problem.
It took me way too long to spot the difference.
In games it’s usually way less subtle