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by subwayclub
3164 days ago
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It comes and goes in phases according to the available technology. The first Quake was all muddy brown and gray. Quake 2 and Unreal both introduced color lighting and looked like a disco on Saturday night. Mid-2000s games added a lot of new lighting and post-processing effects but they had limitations causing harsh shadows and highlights, hence another round of gray/brown photorealism came through. But in this decade things are finally feeling more evened out. Lighting models are sophisticated enough to allow for designs similar to a film set or photo shoot, and post-processing is getting past basic glows and filters and into a spectrum of quality/performance tradeoffs. Of course, the games that don't aim for photorealism always age better. That's been the case since people started digitizing photographs for games. |
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