• @[email protected]
    link
    fedilink
    English
    1
    edit-2
    36 minutes ago

    I had multiple RPG where i literally removed a grayisch-brownish layer with a few reshade shaders. And made it more crisp.

  • @TwoBeeSan
    link
    English
    75 hours ago

    This was way worse than when every character was getting a bow and arrow because hunger games

  • @[email protected]
    link
    fedilink
    English
    319 hours ago

    This was an absolute scourge on gaming in the 2000s. I remember when gears of war came out on PC and the most popular mod simply removed post processing effects from the game. It instantly went from poop brown to James Cameron Terminator 2 judgement day Blu-ray edition levels of teal.

    I think the teal was better TBH.

    Remember when uncharted came out on the PS3 and there was a feature in the menu called “Next-Gen mode” that just put a brown filter over everything?

  • @TriflingToad
    link
    English
    11
    edit-2
    7 hours ago

    shout-out to Just Cause 3 for being colorful. On an HDR display it’s BEAUTIFUL. Also exploding bad guys is fun af

    I must point out though ITS SO FUN

    • @thedirtyknapkin
      link
      English
      35 hours ago

      yeah, but that’s a whole generation after this. most games were colorful by then. especially once hdr started to come around.

      games like crysis 3 and far cry 4 really helped break the trend.

      I’d say crysis is almost the exact inflection point. look at it, it still has a lot of that brown aesthetic, but it’s colorful and has bright skies and giant lens flairs. the lens flairs especially became part of the norm moving forward.

    • @[email protected]
      link
      fedilink
      English
      229 hours ago

      Before the Professional Bull Riders drank Pabst Blue Ribbon while shooting at Point Blank Range?

      • Björn Tantau
        link
        fedilink
        English
        8
        edit-2
        1 hour ago

        Physics based rendering. Basically good texture shaders that work like materials work in the real world. Since that has been developed artists working with computer graphics in movies and games more or less don’t have to worry about making something look realistic.

        Every texture has values for color, reflectivity, subsurface scattering, fresnel, roughness and probably a ton more values I forgot. That gives you everything real light does when hitting a surface.

        I think Wreck it Ralph was one of the first movies to use the techniques. I remember reading something to that effect alongside tutorials on how to get PBR into Blender. I think it took very little time for PBR to get into basically every graphics software. And nowadays when you buy textures they all come with different textures to set the correct values for PBR.

    • @[email protected]
      link
      fedilink
      English
      57 hours ago

      I don’t think PBR would have saved these games from the awful post-processing. These are just examples of really bad color grading.

  • @Zachariah
    link
    English
    -7
    edit-2
    6 hours ago

    We didn’t use the word “fire” like that back then.