I would love to see something that's more like "Physically Based Eye Rendering" - rendering what your eyes would see and transmitting it through the monitor at the best quality possible, rather than rendering what a camera would see.
For starters, stop it with the depth-of-field and lens flare and chromatic aberration. At least for motion blur most attempts are at simulating normal motion blur, rather than the staccato motion blur you get from a shutter.
A cool thing would be to do DoF combined with eye tracking and focus exactly where I'm looking at the scene.
I think the primary reason is just that when you play an FPS, you are looking at a screen, which is the same as looking at the TV when you watch a movie. In this real world setting, your brain is used to see all those effects.
A FPS for a VR headset however should try to mimic the eye instead, because I think it'll be more apparent that those effects shouldn't be there.
The best video game camera simulation that I've seen described is the GDC 2009 talk "STAR OCEAN 4 : Flexible Shader Management and Post-processing" from http://research.tri-ace.com/ It's unfortunate that applying such realistic methods to such anime-like characters produces such a creepy effect (reminiscent of "real dolls" IMHO)
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[ 2.2 ms ] story [ 39.4 ms ] threadA cool thing would be to do DoF combined with eye tracking and focus exactly where I'm looking at the scene.
A FPS for a VR headset however should try to mimic the eye instead, because I think it'll be more apparent that those effects shouldn't be there.
I'm not sure if the researchers at Tri-Ace are related to those at http://www.siliconstudio.co.jp/nex-gen/en/ but, I wouldn't be surprised.