Why are games working towards imitating cameras, and not the human eye?
@nergal Like when they splash dust or water on the "camera". Or the spots from light bouncing between the layers in a lens. Neither of these effects can happen to the human eye (stuff happens when bright light shines in our eyes, just not that). If the target is realism, we should be trying to imitate what we actually experience.
@nergal It's like if they added tape hiss or record pops to try to make the audio more realistic.
@OpenComputeDesign Yea, that's weird. One nice exception: Metal Gear Solid III has you losing an eye part-way through. There's no smashed camera, just a darkened spot at the side of your vision, and you barely notice it because every time you move the camera the black spot moves to the side with it.
@OpenComputeDesign well, cameras don't lie; eyes do. With these games for instance: Siren series (PS2), Unreal Tournament 2000 GOTY ed., F.E.A.R., Fatal Frame, P.T. The effects with the eyes in these games are so intense and so mentally jarring, it would be a health hazard exposing players to these horrors in conflict games. Do you think so? Like UT2000 has you spinning all over the place after
@nergal Good point.
@OpenComputeDesign In third-person games, I think it makes sense to represent the player's viewpoint as a camera. In many first-person games, I feel it's reasonable to present the world as if the player character is wearing a visor or camera of some sort.
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