1 |
The point of DoF is to make it easier to focus on important elements on the screen. It's kinda silly in an RTS game (speaking as someone who implemented it in one), but in a first or third person over-the-shoulder game it tends to work pretty well. I find it's primarily used in cinematics in practice, for the same reason it's used in film (to direct focus).
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1 |
The point of DoF is to make it easier to focus on important elements on the screen. It's kinda silly in an RTS game (speaking as someone who implemented it in one), but in a first or third person over-the-shoulder game it tends to work pretty well. I find it's primarily used in cinematics in practice, for the same reason it's used in film (to direct focus).
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3 |
Also,
@aeonios[i][/i]'s
implementation
is
very
simple
and
resource-cheap,
which
is
why
it's
literally
just
"reduce
image
quality"
rather
than
a
full
radial
blur.
Reducing
the
image
quality
causes
the
GPU
to
automatically
do
bilinear
filtering,
which
is
similar
to
(
though
less
thorough
and
controlled)
what
the
full
blur
would
do,
and
usually
a
full
blur
shader
will
use
a
few
copies
of
the
screen
at
various
sizes
to
handle
wider
blur
radii
more
efficiently.
|
3 |
Also,
@aeonios[i][/i]'s
implementation
is
very
simple
and
resource-cheap,
which
is
why
it's
literally
just
"reduce
image
quality"
rather
than
a
full
radial
blur.
Reducing
the
image
quality
causes
the
GPU
to
automatically
do
bilinear
filtering,
which
is
similar
to
(
though
less
thorough
and
controlled
than)
what
the
full
blur
would
do,
and
usually
a
full
blur
shader
will
use
a
few
copies
of
the
screen
at
various
sizes
to
handle
wider
blur
radii
more
efficiently.
|