Revamp the Bloom graphics effect


je_saist

 

Posted

Another short suggestion, this time to do with the graphics option 'Bloom'.

I was talking to a friend about City of Heroes and the issue on Ultra mode came up, but it wasn't so much Ultra mode as much as having everything at max settings. My friend said he maxed everything EXCEPT bloom because it looks ugly, every single thing in the game blooms regardless of what it is and what it's supposed to be made of, it tends to make everything wishy-washy and blurry.

Apparently the best uses of Bloom is on things that irradiate energy or light, the best example being the sun but also includes things like elemental powers and auras.

The suggestion here is to change the way bloom appears in-game by making only the appropriate objects bloom instead of EVERYTHING.



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@Oneirohero

 

Posted

Hmm...is it possible to get screen shot comparrisons of this? Not really quite sure how Bloom works (and im probably not alone =S )


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Posted

I'd wait for the Ultra Mode engine changes to hit the test server. We already know that most of the issues in the current graphics engine are supposed to be addressed in the same code update, so this issue might already be moot in the developers revision of the code.


 

Posted

Quote:
Originally Posted by Memphis_Bill View Post
Are you sure he's not talking about Depth-of-Field (IE "The in game equivelant to Satan's freaking backside")
Fix't that for ya, Bill.
Seriously. 'Depth of Field' effect is an abomination. I was so glad I found the 'off' button.
The 'distance fog' is bad enough, given how short that distance actually is, and how unrealistic it is.


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Originally Posted by Zwillinger View Post
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
Quote:
Originally Posted by Captain_Photon View Post
NOTE: The Incarnate System is basically farming for IOs on a larger scale, and with more obtrusive lore.

 

Posted

Quote:
Originally Posted by Memphis_Bill View Post
Are you sure he's not talking about Depth-of-Field (IE "Looking through a vaseline smeared lens?")
since Depth of Field is not supported on either the Nvidia-glx or Fglrx drivers, it took me a moment to realize what you were talking about. However, there is actually a separate section for Bloom, and Bloom amount, in the advanced settings, as well as desaturation effects.


 

Posted

Quote:
Originally Posted by Memphis_Bill View Post
Are you sure he's not talking about Depth-of-Field (IE "Looking through a vaseline smeared lens?")
Far as I'm concerned, both of those things abominations of such magnitude that Doc Vahz would turn green with envy. Or possibly toxic reflux.

Depth of Field is not an inherently bad ideas, and games that actually support it as intended look very good. Depth of Field attempts to mimic the way our eyes focus on specific objects at a certain distance while leaving other objects blurred, which our eyes usually don't see since the area we see with any detail is about the size of a silver dollar held at an arm's length. City of Heroes, instead, turns us all near-sighted as anything that's a certain distance away from the camera grows blurry equally. Not only does this disallow us to actually FOCUS on what we're looking at, but it turns the world into an infinite dream sequence.

But Depth of Field is at least artistic. All Bloom does is make things dark and kill my contrast. The idea behind Bloom is to make environments brighter or darker in a realistic way. Thus, standing in a dark room should make everything brighter as your eyes adjust while simultaneously making the rest of the daylight world outside the small window meld into a mess of white as your eyes can't see it very well. At the same time, leaving the dark room and coming out into daylight should make the world much darker so that you can see the details of the outside world, but looking back into the room should show you a pitch black darkness because your eyes have adjusted to high light levels.

Now, 3D graphics can't show this because they tend to have a set exposure level, meaning darkness needs to be just light enough to see and "lightness" must be just dark enough to not blend into pasty whiteness like you're playing Mirror's Edge. Bloom is supposed to increase the range of lighting the game supports by dynamically altering your exposure level, adjusting your eyes, so to speak. Only Bloom makes dark things darker and bright things brighter, having exactly the OPPOSITE effect. In City of Heroes, this just ends up making things dark and killing your contrast pretty much everywhere you go. Night time kills your gamma, indoor environments kill your gamma, shadows kill your gamma. Basically, as far as I can tell, anything that isn't a bright sunny day makes things darker, and a bright day is just about as bright as normal. This is NOT cool.

I certainly hope Ultra Mode either fixes or axes these settings, because they do not look good.


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