tag:blogger.com,1999:blog-3460906122833508895.post4323196204011910509..comments2024-02-13T00:25:34.752-06:00Comments on Graphic Rants: The Latest GamesBrian Karishttp://www.blogger.com/profile/03069330593380092516noreply@blogger.comBlogger2125tag:blogger.com,1999:blog-3460906122833508895.post-46559891559287975442008-11-18T14:19:00.000-06:002008-11-18T14:19:00.000-06:00I agree. The DoF I noticed in the same situations ...I agree. The DoF I noticed in the same situations as you. I'm guessing it was to control the performance. It looks to be multiple samples from a blurred blur. This gets them the ability to change the blur size. That ends up looking quite a bit better than the typical lerp between sharp and blurred which gives things a fuzzy soft focus look.<BR/><BR/>I really liked the GUIs too. There is stacking in that the GUI elements have a depth and are drawn at different distances from the GUI surfaces. I didn't include it in my write up because it seemed more design than tech. I think GUIs in the world are going to start showing up in all sorts of games now. It's a neat idea.Brian Karishttps://www.blogger.com/profile/03069330593380092516noreply@blogger.comtag:blogger.com,1999:blog-3460906122833508895.post-60586268518561330262008-11-17T08:55:00.000-06:002008-11-17T08:55:00.000-06:00I would like to add that Dead Space has some nice ...I would like to add that Dead Space has some nice DoF. They are pretty restrictive about when they use it (when the camera is directly behind the player at depots and in large rooms), but when they do it works well. I'm not a huge gamer but I think this is the first game I've played where DoF actually added something to the game. In many games, such as Assassin's Creed, the DoF usually actually detracts from the game play due to lack of constraints or poor heuristics in calculating the effect. <BR/><BR/>I was also really into the 3D UIs which account for parallax between the UI components and the background based on the camera angle relative to the UI.Anonymousnoreply@blogger.com