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Why do modern games have pixelated, “fuzzy” effects when movement happens?

jcorb

Member
I’ve noticed this for a couple of years, but it just seems to be getting worse. I’ve never been super into technical performance or how different technologies work. It seems almost like the game is only trying to render specifically what you can see, and that welhen you have movement, the game is trying to compensate in real time? Or maybe it has something to do with upscaling? Or something about streaming textures?

Whatever the case may be, I feel like games look OBJECTIVELY worse. You can get beautiful screenshots, but movement seems to just be this weird pixelated mess. Another example that comes to my was Cloud’s hair in FF7 Remake (haven’t played Rebirth), it had that same weird effect.

Anyone know what that is, or what causes it?
 

Ceadeus

Member
Yeah, it’s caused by the jargonshile. It amazes me that devs are still having issues working with the jargonshile or the flimflamoony.
Tim Robinson What GIF by The Lonely Island


The flimflamoowhat? lmao
 
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Alebrije

Member
Time ago thoght it was My tv causing this problem but updated to a new 120 hzt one 2024 model and this still happens, it seems is developers choice because on some games it's barely noticed and other the effecc is awfull.
 

TheUsual

Gold Member
Immortals of Aveum on my PS5 was very guilty of this when you were switching your weapons. Sometimes it was distracting, other times it wasn't.
 

64gigabyteram

Reverse groomer.
Because great graphics only matter in still screen shots.
😵‍💫

which why I love games like Mario kart 8, Luigi's mansion 3, Mario rpg remake, and Astro bot. Super clean will also trump noisy messy upscaled graphics.
Don't worry, Nintendo aren't the only ones who can make simplistic graphics.
 

TheInfamousKira

Reseterror Resettler
Have you checked the 4DLL settings in the hidden debug menu in the system settings? I've found that it drastically reduces the wigglewop per second (wwps) if it's cranked all the way up. I believe that's what OP is talking about. Could be the on board radial isomer tab got unclipped from it's coupling to the motherboard's algorithm center. Help that helps.
 

DonF

Member
yeah this and color banding. I feel like devs are working backwards now. Also, details, lots of details are missing now, shooting at water that doesnt react, sun rays, etc. there are tons of crowbcat videos on different games where sequels have LESS details.
 

buenoblue

Member
Everything is uscaled now. And effects are sometimes rendered ata lower res.

I recently started playing Arkham Asylum at native 4k 120fps on pc and was shocked how clean and high Res it looked compared to many console new releases. Bad really.
 

Heimdall_Xtreme

Hermen Hulst Fanclub's #1 Member
t's like that blurry effect of the leaves in Silent Hill 2.



I also hate that if I want to see the characters up close, they become pixelated.
 
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kevboard

Member
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ScHlAuChi

Member
because it's irrelevant if he's a grifter or not, he is correct.
No, it isnt irrelevant, as he doesnt know what he is talking about!

it's insane how graphics have regressed in the name of streamlining development, where proper care for inage quality is thrown out the window because it's easier to just let the engine handle everything
You need to get a reality check.
Without that "streamlined development" not a single one of those big AAA games could get made!
Doing those games the oldschool way would double or triple their dev time.
Do you want to wait 10+ years for a game? I highly doubt that!
 

kevboard

Member
No, it isnt irrelevant, as he doesnt know what he is talking about!

so many devs on the UE forums agree with someone who doesn't know what he's talking about? ok...


You need to get a reality check.
Without that "streamlined development" not a single one of those big AAA games could get made!
Doing those games the oldschool way would double or triple their dev time.
Do you want to wait 10+ years for a game? I highly doubt that!

how did PS4 games get made? PS4 games that look superior to most current gen slop?
all we gained this console gen is image quality getting degraded to an insane amount in exchange for minor improvements in lighting. which are only theoretical improvements, as in they are technically more advanced, but in reality they also often just look like absolute ass.

we have reached a point where people were shocked that Indiana Jones runs at an internal resolution and comparable image quality to last Gen's mid-gen refresh consoles.

we have never had a gen to gen degradation of quality like we have now. it's quite literally 1 step forward and 2 steps back.
 
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ScHlAuChi

Member
so many devs on the UE forums agree with someone who doesn't know what he's talking about? ok...
Who are those "devs"? Random wannabe devs tinkering with UE?
Any actual dev with some experience can see through this guys bullshitting.
Some of TI´s "optimizations" I have done on UE2 PS2 games almost 20 years ago - its laughable!

Here, have another actual dev show you:


how did PS4 games get made? PS4 games that look superior to most current gen slop?
Those games got made with hard work and huge expensive teams.
With each generation the complexity and amount of work that needs to be done rises.
So just throwing more people at the problem wasnt a viable option if a publisher ever wanted to earn their money back.

all we gained this console gen is image quality getting degraded to an insane amount in exchange for minor improvements in lighting. which are only theoretical improvements, as in they are technically more advanced, but in reality they also often just look like absolute ass.
"Minor improvements" - are you kidding me?
Not having to bother with baked lighting anymore was worth it just for that alone!

we have reached a point where people were shocked that Indiana Jones runs at an internal resolution and comparable image quality to last Gen's mid-gen refresh consoles.
we have never had a gen to gen degradation of quality like we have now. it's quite literally 1 step forward and 2 steps back.
I´m more shocked that people would be willing to go back to lastgen lighting, meshes and materials!
 

kevboard

Member
Who are those "devs"? Random wannabe devs tinkering with UE?
Any actual dev with some experience can see through this guys bullshitting.
Some of TI´s "optimizations" I have done on UE2 PS2 games almost 20 years ago - its laughable!

Here, have another actual dev show you:


I literally can't stomach watching this for more than a few minutes... my head hurts trying to understand his English. I had to skip back multiple times within the first few minutes to get what he said

if there's a summary of what he says or a transcript I'll read it...


Those games got made with hard work and huge expensive teams.
With each generation the complexity and amount of work that needs to be done rises.
So just throwing more people at the problem wasnt a viable option if a publisher ever wanted to earn their money back.

then maybe the goal should have been simply perfecting what was done on PS4, maximise performance and image quality, as well as temporal stability.

it's clearly not feasible to run all the shit that devs want to run on these consoles.
the most pleasing looking games this gen are games that are basically PS4 games with slight enhancements where it works.

Spider-Man 2 for example. as much as I think it's an absolutely awfully designed game. in terms of its presentation it did everything correctly. it uses tech that's basically just enhanced PS4 graphics, and used raytracing to replace the worst aspects of these PS4 graphics, the Screen Space Reflections.

Ratchet & Clank did basically the same. it used the stronger GPU to add more details and replace SSR.



"Minor improvements" - are you kidding me?
Not having to bother with baked lighting anymore was worth it just for that alone!

I´m more shocked that people would be willing to go back to lastgen lighting, meshes and materials!

oh yeah, we have such great dynamic lighting now. GI that fizzles, blobs of light leaking through due to the low quality RT used... blotches of light and dark dancing around walls that can't be cleaned up by the denoisers because there's just not enough information there to create a coherent image.

and all of this often in games that have no or very limited dynamic lights and/or no dynamically changing time of day.

I remember walking into the bar in the beginning of SH2 Remake, and literally the entire bar counter was full of disgusting RT artifacts from the red light of the save point...
at that point I instantly turned the game off and looked for mods to fix it as much as possible.

I will never understand how anyone can prefer "more advanced" methods that are completely unstable over older methods that are stable and have dramatically less artifacts... especially when the gains are as small as we see in current gen games.
 
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