I rarely play anything from the past 5 years but when I do there’s a noticeable difference in how the games are rendered compared to up until the early PS4 era. Transparent voluminous materials like hair or foliage have this fuzzy pixelated look to them, and there’s a lot of rasterisation that looks like it’s being rendered on the Sega Saturn. Then there’s tons of odd shimmering going on everywhere, and I’m not sure if it’s due to dynamic resolution scaling, ambient occlusion or dynamic reflections

Overall games don’t look quite as sharp and defined as older games though they simultaneously have lots more detail. It’s weird

41 points

As Beaver said Temporal Anti Aliasing causes that, because it uses buffered data from the previous frame to speed up anti-aliasing calculations in the next frame. Another pretty big culprit is DLSS, though. If you render at native resolution the game will look much sharper than if you render at 66% then upscale.

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40 points

The ascendancy of Temporal Anti Aliasing is one major culprit. But it’s also an aesthetic choice that the developers are leaning into.

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21 points

DLSS doesn’t help, either. I’ve been playing a lot of Squad lately and it’s a real catch-22. Use it, and you get okay performance but can’t see shit out of scopes, don’t use it, and you get a very clear picture of <60fps.

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21 points

oh i just thought it’s because i haven’t upgraded any of my PC parts in like 4 years and that it was never that strong to begin with

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21 points

I don’t know if they’re still doing this, but in the 10s chromatic aberration was popular since it was a low cost (computationally speaking) way to make the game look “futuristic” even though in the end it just made games look blurry

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17 points

2000s: lens flare

2010s: chromatic aberration

2020: DLSS/TAA

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You forgot bloom

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12 points

How could I forget the key feature of the 2000s? It’s almost like I Yellow Filter’d blocked it from my mind!

Publishers :mystery-emote: Reviewers

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7 points

ngl I love a good lens flare

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