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So I've had a decent PC for a while and over time I've been thinking that having the "best graphics" doesn't always mean everything will look better.

I've discovered that turning some settings off, mainly Depth of field, motion blur and SSAO the game looks better.

This is just my subjective opinion of course but do you guys ever turn these settings off for looks and not frame rate.

If these settings had no affect on your frame rate would you still use them, that's what I would like to know.
Sometimes, especially motion blur and DOF.
Those effects will occasionally be taken too far IMO and than I'll turn them off.
Post edited May 08, 2015 by Smannesman
It's on a per-game basis to me, sometimes it seems better, sometimes it seems worse. I do tend to turn off motion blur in most games tho.
What does ubersampling do? It seems to me like no system can run The Witcher 2 well with ubersampling :P
DoF is awful, it's like it's trying to simulate what a person with an extreme farsightedness sees.
Post edited May 08, 2015 by Crosmando
There is imo never an instance where scanlines, noise, motion blur, depth of field, chromatic aberration and SSAO make a game look better. Most of these also introduce really ugly artifacts especially up-close, SSAO in particular has a problem when you have lots of very fine details (on character faces for example). The problem however is not AO in itself, the problem is that engines that use HDR + GI + AO (HBAO) need to use way more samples to produce a proper image quality. And this stuff eats in FPS like nothing else. What game developers configure as Ultra quality is not even 25% of what is needed to produce a visually striking image quality with these features. So once GPU's become more powerful image quality at least with AO will improve tremendously. Games currently use 12 to 24 samples, required are 256 or 512.

So far in every game I own these were the first things I turned off (And in case of Dying Light for example, half the settings on OFF produces a far better image quality.. that's just absurd and even a waste of money by the devs.

I turn motion blur (and any other kind of in-da-face blur) off in ALL games. That "feature" literally makes me sick (as in physically sick). You can imagine how much fun I had in Dying Light, where you couldn't disable half the blur until mods hacked everything apart.

And speaking of SSAO, in modern engines, AO is often part of shadow casting and introduces a whole slew of new fun, where shadows do not connect with meshes properly anymore, because modern engines blur the shadow edges. Can be best seen usually whenever a game has ladders. Since ladders have tons of tiny connections to a wall you can see how AO shifts the shadow from the actual point where ladder+wall intersect. I find that extraordinarily ugly. Imo even a drastic step back from "dumb" stencil shadows that we had in Doom 3, for example.

So yeah, there are plenty of settings that do not improve image quality in games. But I find some games definitely try to find a balance.. and this can only get better over time.
It depends on the game.

Most of the time blur can be annoying and sometime even limit field of view.

Depth of Field can provide this more realistic feel in game surroundings, since it blurs objects depending on range or camera focus. Still depends on the game, sometimes it can be too much.

SSAO is a must, I would say if your rig can handle it, enable it. It gives more realistic feeling to in-game objects since it renders shadows around corners of the object.

Ubersampling in Witcher 2 is just a form of sampling technology used to reduce jagged edges of game world. So far it required a lot of hardware power and almost same effect can be achievemtn with other sampling methods without that much of a power requirements.
Wait, you tell me you just found out now?

SSAO, does make the game look better but it's often hardly noticable and can be taxing on the system.

DOF, I don't know if games use it to increase performance but it basically makes texturefiltering look worse like bilinear the further you look, the main problem is that in most games it is set too close. Looks like someone put grease on your screen.

Motion blur, in most games it's terrible and unnessecary, in rare cases it can be used to good effect but I can't think of an example at the moment.

Post effects, again some games use it to good effect, others make everything look too bright (excessive bloom, Assassin's Creed anyone?), look like shit (excessive brown colorfiltering, I'm looking at you Far Cry 2) or look like piss (excessive yellow colorfiltering, Deus Ex Human Revolution, altough I think here it 's not as bad).

Mostly they are designdecisions made by persons who have taste or haven't.
Post edited May 08, 2015 by Strijkbout
As a rule I turn off most post-effects. Motion blur and bloom I don't ever consider keeping on.
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Strijkbout: Post effects, again some games use it to good effect, others make everything look too bright (excessive bloom, Assassin's Creed anyone?), look like shit (excessive brown colorfiltering, I'm looking at you Far Cry 2) or look like piss (excessive yellow colorfiltering, Deus Ex Human Revolution, altough I think here it 's not as bad).
I swear, when you said "look like shit (excessive brown colorfiltering)" I just knew you were going to mention Far Cry 2. Really, after FC1 lush vistas I was so bummed when I started playing FC2. It's not like I prefer looks over substance in video games, but FC2 messed up across the board and looked like shit on top of everything else...
Post edited May 08, 2015 by Tannath
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Strijkbout: Post effects, again some games use it to good effect, others make everything look too bright (excessive bloom, Assassin's Creed anyone?), look like shit (excessive brown colorfiltering, I'm looking at you Far Cry 2) or look like piss (excessive yellow colorfiltering, Deus Ex Human Revolution, altough I think here it 's not as bad).
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Tannath: I swear, when you said "look like shit (excessive brown colorfiltering)" I just knew you were going to mention Far Cry 2. Really, after FC1 lush vistas I was so bummed when I started playing FC2. It's not like I prefer looks over substance in video games, but FC2 messed up across the board and looked like shit on top of everything else...
Yeah, though I understand the use of brown for Africa they could have toned it down a notch or ten. :^P
The problem is that sometimes turning post effects off makes the game look bland as it is designed to work with the post effects, I tried turning it off in Deus Ex: HR but ended up turning it back on cause it looked even worse.
A good example of games that look better with post effects off are the old NFS: Most Wanted and Carbon.
Post edited May 08, 2015 by Strijkbout
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Tannath: I swear, when you said "look like shit (excessive brown colorfiltering)" I just knew you were going to mention Far Cry 2. Really, after FC1 lush vistas I was so bummed when I started playing FC2. It's not like I prefer looks over substance in video games, but FC2 messed up across the board and looked like shit on top of everything else...
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Strijkbout: Yeah, though I understand the use of brown for Africa they could have toned it down a notch or ten. :^P
I do too, but come on Ubi. Jungles look brown, rivers look brown, deserts look brown... even the damn weapons all look brown!
All blur effects and glow. I want the visuals to be crisp and high contrast.

Most of the time I actually like SSAO when it's working, the added shadows are good but the performance hit is usually high and the effect is subtle. Unless the main reasons I play the game are exploration and atmosphere then I turn it off.
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Random_Coffee: What does ubersampling do? It seems to me like no system can run The Witcher 2 well with ubersampling :P
Super sampling: It's a form of AA and it quite useless in my opinion. Especially if you have a decent monitor.
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eRe4s3r: There is imo never an instance where scanlines, noise, motion blur, depth of field, chromatic aberration and SSAO make a game look better. Most of these also introduce really ugly artifacts especially up-close, SSAO in particular has a problem when you have lots of very fine details (on character faces for example). The problem however is not AO in itself, the problem is that engines that use HDR + GI + AO (HBAO) need to use way more samples to produce a proper image quality. And this stuff eats in FPS like nothing else. What game developers configure as Ultra quality is not even 25% of what is needed to produce a visually striking image quality with these features. So once GPU's become more powerful image quality at least with AO will improve tremendously. Games currently use 12 to 24 samples, required are 256 or 512.

So far in every game I own these were the first things I turned off (And in case of Dying Light for example, half the settings on OFF produces a far better image quality.. that's just absurd and even a waste of money by the devs.

I turn motion blur (and any other kind of in-da-face blur) off in ALL games. That "feature" literally makes me sick (as in physically sick). You can imagine how much fun I had in Dying Light, where you couldn't disable half the blur until mods hacked everything apart.

And speaking of SSAO, in modern engines, AO is often part of shadow casting and introduces a whole slew of new fun, where shadows do not connect with meshes properly anymore, because modern engines blur the shadow edges. Can be best seen usually whenever a game has ladders. Since ladders have tons of tiny connections to a wall you can see how AO shifts the shadow from the actual point where ladder+wall intersect. I find that extraordinarily ugly. Imo even a drastic step back from "dumb" stencil shadows that we had in Doom 3, for example.

So yeah, there are plenty of settings that do not improve image quality in games. But I find some games definitely try to find a balance.. and this can only get better over time.
This post is quite excellent and informative thank you. Yes I agree with the artifacting. I was playing Shadow Warrior (2013) and noticed that there was some kind of fuzz on the walls and what I can only describe as some kind of halo around my guns. I turned off SSAO and everything looked loads better. I also turn off post processing and that helped reduce the glare as well. I think we are a long way off from true AO since that would require more processing power then I think any PC is cable of at this time.

As for blur I almost find it offensive to be honest. Why are you making my video card work harder to make the picture worse. Blur means less clear right.
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mindaz3: It depends on the game.

Most of the time blur can be annoying and sometime even limit field of view.

Depth of Field can provide this more realistic feel in game surroundings, since it blurs objects depending on range or camera focus. Still depends on the game, sometimes it can be too much.

SSAO is a must, I would say if your rig can handle it, enable it. It gives more realistic feeling to in-game objects since it renders shadows around corners of the object.

Ubersampling in Witcher 2 is just a form of sampling technology used to reduce jagged edges of game world. So far it required a lot of hardware power and almost same effect can be achievemtn with other sampling methods without that much of a power requirements.
What games do you think use SSAO and DOA very well. My isue with DOA is ho does the game know what my eyes are focusing on. Sometimes I will focus on something in the background and it will look bury.
Post edited May 08, 2015 by Magmarock