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Is it just me, or are DoF and Motion Blur a waste of resource?

#41pariah23Posted 4/27/2014 11:09:28 AM
Motion blur exists to mask poor framerates (e.g. 30fps on a console) and just makes PC games running on good hardware at a proper framerate look awful.

DoF might not be a bad idea someday, but so far no one has come up with an algorithm that actually looks good in motion. Bokeh is by far the worst offender there. Games would look a lot better if they'd stop trying to use DoF in gameplay and limited it to cutscenes only. Witcher 2 has one of the worst looking DoF implementations I've ever seen (not including the garbage some people mod into games like Skyrim using ENB), but at least CDPR had the decency to allow you to turn it off for gameplay and cutscenes separately.
#42MegawizardPosted 4/27/2014 11:22:13 AM
DoF I can handle and sorta like; Motion Blur gives me one helluva headache after awhile.
#43Nineteen99Posted 4/27/2014 11:26:04 AM
The only time I've liked motion blur was Crysis 1. I always hate DoF.
"There must be some kind of way out of here, said the joker to the thief. There's too much confusion, I can't get no relief."
#44thegreatsquarePosted 4/27/2014 11:37:01 AM
I do turn them off as well. I don't really see the point of dof?

Another effect I turn of is vignette in Witcher 2. While I see a difference, I can't say I care one way or the other and off is easier to run.
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#45PsythikPosted 4/27/2014 11:54:51 AM
I play in 3D, so I always turn off DoF. Human eyes already create their own DoF when looking at a three-dimensional object.
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#46Mannike54Posted 4/27/2014 12:39:34 PM
I always disable both and anti-aliasing if my game isn't running reasonably. Anti-aliasing is the stupidest trade off for the GPU hog.

"Wow, I can barely get this above 20fps, but that thing really far away looks so smooth!"

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#47Lord_CohlianiPosted 4/27/2014 1:00:57 PM
I turn them off every chance I get. Hate them with a passion.
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#48link510Posted 4/27/2014 2:40:13 PM
Modded Morrowind is one of the first games I've enjoyed having DoF in.