What's The Deal With Depth Of Field

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  • Опубликовано: 8 фев 2025
  • Present in every game cinematic you've ever seen and now making its way to real time rendering, depth of field is one of the most, if not the most important effect for taking your graphics to the next level.
    Topics covered: How cameras work, circle of confusion generation, proper near and far field blending, the bokeh blur, the karis average, and inverse tonemapping.
    Real life example photos provided by: / alonelychime (please follow them!)
    Download my GShade shader pack!
    github.com/Gar...
    Support me on Patreon!
    / acerola_t
    Socials:
    Twitter: / acerola_t
    Twitch: / acerola_t
    Discord: / discord
    Code: github.com/Gar...
    References:
    Practical Gather-based Bokeh Depth of Field - Wojciech Sterna
    Efficiently Simulating the Bokeh of Polygonal Apertures in a Post-Process Depth of Field Shader - L. McIntosh, B. E. Riecke and S. DiPaola
    Music:
    Sandgem Town (Day) - Pokemon Diamond OST
    Joy - Persona 3
    During The Test - Persona 3
    Afternoon Break - Persona 3
    This Mysterious Feeling - Persona 3
    Like A Dream Come True - Persona 4
    Soft Oversight - Sonny Boy OST
    ソウとセイジ - Sonny Boy OST
    GO!GO!STYLE - Paradise Killer OST
    arrow in thumbnail drawn by thlurp
    Thanks for watching!
    This video is dedicated to my friend, Alotryx.
    #acerola #graphics #gamedev #unity3d #graphics #shaders

Комментарии • 504

  • @Acerola_t
    @Acerola_t  2 года назад +970

    Sorry everyone I had to make an emergency vet visit so I couldn't catch the audio error
    Thankfully it's not very important, I just said that a camera doesn't distribute rays along a gaussian, so gaussian bad. Hope that helps!

    • @forrestppando
      @forrestppando 2 года назад +83

      Hope your pet is okay!

    • @sixty502
      @sixty502 2 года назад +274

      I was 60% sure it was an intentional joke

    • @TheBigYC
      @TheBigYC 2 года назад +66

      Unwatchable. Reported to the FBI.

    • @sebastienpautot
      @sebastienpautot 2 года назад +1

      @@TheBigYC Acerola can beat the FBI easily, his weapon is sharpened with a DOG.

    • @Acerola_t
      @Acerola_t  2 года назад +101

      @@forrestppando She's fine! Just had something stuck in her eye that I couldn't flush out myself.

  • @ShuckleII
    @ShuckleII 2 года назад +742

    As someone without perfect vision, depth of field just makes things look like my vision got 5x worse and it hurts, so I turn it off in almost every game

    • @milosz204
      @milosz204 2 года назад +83

      My vision is sharp but I do get the same feeling. I think many games use this and other effects wrong and while they do make the game look better, they also get in your way making it harder to see some details and make you strain your eyes unnecessarily.

    • @mememanfresh
      @mememanfresh Год назад +17

      same bro it just looks like myopia

    • @andrewf8366
      @andrewf8366 Год назад +69

      I think the core issue is that in real life your eyes adjust to focus on what you want to focus on, while in an image your eyes can move around the image and there's no increase in sharpness in that you're trying to look at because the image has no idea what your eyes are trying to do

    • @realdlps
      @realdlps Год назад +6

      Bloom is the same for me, it feels like I took my glasses off

    • @squirrelsyrup1921
      @squirrelsyrup1921 Год назад +2

      Wouldn't it be great to have forced depth of field, bloom and motion blur in real life

  • @nguyenhoangminhtrung2779
    @nguyenhoangminhtrung2779 Год назад +197

    I love how much art skill this guy has, and he still includes the "transparent" background for the arrow.

    • @mu4784
      @mu4784 Год назад +11

      Honestly super good for contrast!

  • @denovodavid
    @denovodavid 2 года назад +378

    Thank you for making graphics programming accessible, understandable, and of course, fun ❤

    • @Acerola_t
      @Acerola_t  2 года назад +52

      Thanks so much!!

    • @meqativ
      @meqativ 2 года назад +6

      five a dolar

    • @Choppy_Z
      @Choppy_Z Год назад +2

      ​@@meqativ???

    • @ravener96
      @ravener96 Год назад

      @@Choppy_Z five A$

    • @meqativ
      @meqativ Год назад +3

      what the fuck was the meaning of my previous comment

  • @clearskyy
    @clearskyy 2 года назад +381

    this is seriously one of my favorite channels on this platform, god tier content

  • @spuddie3207
    @spuddie3207 2 года назад +200

    and remeber kids, once you setup your post-processing effects; reduce them all by 75% : )

  • @LukeFlavel
    @LukeFlavel 2 года назад +89

    The amount of talent you display in these immensely technical yet wonderfully engaging videos is just unreal.

  • @cubo9620
    @cubo9620 Год назад +65

    dude i really wasn't getting it until he explained it at 4:39, thank you bro 🙏

  • @artsyaidan
    @artsyaidan Год назад +51

    Something useful that I think may have been missed here is that optically, 1/3 of the "blurring" occurs on the far side of the focus distance while 2/3 on the near side. That may be why some of the examples are a little off of realistic, since they have a 50/50 split making the background more blurred and the foreground less blurred than they should be. (But I am just a photographer, not a shader programmer, great video! ✌️)

  • @VetNovice
    @VetNovice 2 года назад +66

    Every time you drop a new video I’m ready for your humor, wit, and condensed learning. You’re one of my favorite gaming channels lately. You’re out of my depth of field in skill.

  • @toastbrot97
    @toastbrot97 2 года назад +41

    The octagon blur is probably more accurate if you're trying to simulate lenses with a smaller aperture, since a smaller aperture will exaggerate the actual shape of the aperture rather than averaging it to a circle. And since many lenses in the consumer market have between 6 and 10 aperture blades it would mean that on lower aperture values you would get a none circular bokeh. So if you really wanna go for ultimate realism you might wanna consider implementing a blending between circle and octagon or heptagon if the intesity of the blur gets lessened.

  • @ancientpixel9809
    @ancientpixel9809 2 года назад +28

    I absolutely love your videos! I just recently got into shaders and "But you'll notice that the only result that appears is a random comment in some code" is so accurate! Just brilliant humor throughout! I also really like the contents, your videos are very helpful in understanding the idea behind all these visual effects! (especially since I'm too stupid to understand them myself...)

    • @Acerola_t
      @Acerola_t  2 года назад +11

      It's a tough road but eventually you'll be knowledgeable enough to understand research papers and then the sky is the limit!

  • @timrobins98
    @timrobins98 2 года назад +37

    Just to clarify, a "small" aperture like f1.2 will have a smaller range of focus, but small is a misnomer. While the number gets smaller, the opening of the aperture actually gets bigger, so a large aperture like f18 will be a physically smaller opening, letting less light through, but also increasing the range of focus.

  • @LSatoDemo
    @LSatoDemo 2 года назад +4

    Awesome video! I sincerely hope you can keep creating such high-quality content :)

  • @_sophies
    @_sophies 2 года назад +12

    I love the jab about how much of a PITA it is to learn anything about graphics programming, and I'm very thankful for your videos that do an amazing job of filling that gap.

  • @dawwo-lux
    @dawwo-lux 2 года назад +56

    That moment when you check the playlist and stumble on an unlisted video

  • @KoshakiDev
    @KoshakiDev 2 года назад +14

    Acerola manages to mix being serious and informative, but also somehow keep the video funny.
    Great job dude!

    • @TreesPlease42
      @TreesPlease42 Год назад

      It feels like Runescape meets SkillShare and I'm here for it 10/10

  • @RAndrewNeal
    @RAndrewNeal 2 года назад +8

    It's all good until you can only clearly see where the game thinks you're trying to look. Now we need eye trackers just to make this practical. But the eye strain would probably be unreal. But I always appreciate some good, efficient programming concepts explained at the right level of abstraction for a cursory glance. You always hit it out of the park.

  • @ratguy9281
    @ratguy9281 2 года назад +28

    loved the part where you said 👍🏾

  • @luukvanoijen7082
    @luukvanoijen7082 2 года назад +1

    This channel is criminally underrated, the content is just sooo good. And these videos are perfect to learn from, this helped me understand depth of field so much better. Thanks!

  • @ninjanolan6328
    @ninjanolan6328 Год назад +2

    1:46 You have it the wrong way around. As the aperture gets smaller, the light becomes more focused. The bigger the Aperture, the more blurring there is. Low F-stop: large aperture.

  • @Lain-404
    @Lain-404 2 года назад +2

    Thank you for breaking this down! I add DOF to almost every screenshot I take in a game, but always end up fighting with the grass because I didn't really know how DOF worked. The way you explained it makes a lot of sense! I'm excited to take more photos now that I know how the shaders work :3
    (also the audio error was funny, even if it wasn't intended.)

  • @urselhorst9253
    @urselhorst9253 Год назад +1

    I love u man. every time I watch one of ur videos I can't stop thinking about ways i could implement this in my games. I started experimenting with shaders a few months ago and I'm hooked ever since.

  • @hoisamuro
    @hoisamuro Год назад +1

    I love the monogatari style editing, love how that show used typography (graphic design nerd).

  • @RedhadesMtl
    @RedhadesMtl Год назад

    This answered a lot of DOF questions I had.

  • @LonewolfeSlayer
    @LonewolfeSlayer 2 года назад +1

    Actually mad youtube didnt show me this video. Great stuff as always homie

    • @Acerola_t
      @Acerola_t  2 года назад +1

      Thanks!
      Not to shill but there's always my twitter/discord/youtube notifications to know when new videos are coming out

  • @TheMasonX23
    @TheMasonX23 2 года назад

    I love your videos, I wish these had been around back when I was more into game dev. Still really appreciate them though, especially all the nuance and care you put into things, and how well you explain them. The Karis average was a really interesting idea, thanks for bringing it to light! Looking forward to the next one!

  • @NikZapp
    @NikZapp 2 года назад

    I love your videos so much! I wanted to understand graphics programming for a while and your videos are explaining concepts that I found hard in simple and memorable terms! Thanks for the work you put into making them, please don't stop!

  • @Hipernt
    @Hipernt 2 года назад +2

    4:39 "I love game. And I don't like it when Game is not what gAmE says; THis game is the game"

  • @vanilla4064
    @vanilla4064 2 года назад

    this is seriously cool, good job Acerola! Loved learning about the Karis Avg~ Hope to see more things like this :D

  • @DKarkarov
    @DKarkarov 2 года назад +4

    I Karis a lot about this video, it has brought a real bloom to my screenshot game. Your timing for this video to go with the algorithm is also quite above average. The depth of your content is astounding.

  • @uncoherentramblings2826
    @uncoherentramblings2826 2 года назад +1

    Lesgoo! New video and new cut on our boi.

  • @jamesweatherwax4444
    @jamesweatherwax4444 2 года назад

    These videos are so good. Its entertaining and provides lots of information about computer graphics. Its an in depth explanation in simple words

  • @Nylnezz
    @Nylnezz 2 года назад +3

    ho man acerola we need you more than ever Gshade did a BIG fucky wucky xD

    • @Acerola_t
      @Acerola_t  2 года назад

      my stuff works just fine with reshade if you decide to move

    • @Nylnezz
      @Nylnezz 2 года назад

      @@Acerola_t i probably will in the future for now the built in nvidia filters works just fine

  • @f11bot
    @f11bot 2 года назад +1

    That monogatari style title transition 👌👌👌

  • @Magnogen
    @Magnogen Год назад +1

    I will use Acerola Mapping in my next video game

  • @implozia-rewind
    @implozia-rewind 2 года назад

    You are one of my favourite channels to watch and I really hope you continue! Once I am stable, I'd love to join your Patreon!

  • @hughjanes4883
    @hughjanes4883 2 года назад +1

    I just realised, the arrow in the thumbnail points to nothing, this common in clickbait videos. BUT the videos is about blur, thus the arrow pointing to "nothing" POINTS TO THE VIDEO CONTENT! Very smart

  • @luna010
    @luna010 2 года назад +1

    thank you for the video, aceroller

  • @Taro4012ITG
    @Taro4012ITG 2 года назад +3

    honestly 4:39 didn't even feel like an audio error, it felt like a bit

  • @xanderlinhares
    @xanderlinhares 2 года назад

    This has quickly become one of my favorite channels. Patreon incoming

  • @bragunetzki
    @bragunetzki 2 года назад +1

    I'm not even a graphics programmer, but I love your video's presentation (and how well they explain everything)

  • @rustyshackleford2605
    @rustyshackleford2605 2 года назад

    13:09 That music hit me right in the feels. Such a good game.
    Anyway, thanks for the very interesting video! It's amazing how much thought has to go into visual effects that we take for granted when using an engine like Unreal where everything's just a slider.

  • @TZerot0
    @TZerot0 2 года назад +15

    So as a photographer and someone very interested in optics, I hate DoF in videogames-why? Because the human eye doesn't work like a camera lens and doesn't really have a depth of field in the same way. The inclusion of DoF during gameplay might be cinematic, but it's not naturalistic and immediately takes me out of the game.

    • @Cheesecannon25
      @Cheesecannon25 2 года назад +1

      Human eyes most definitely have a DoF, it's just wider

    • @TZerot0
      @TZerot0 2 года назад +6

      @@Cheesecannon25 hence my language: "doesn't really have depth of field in the same way"
      Furthermore human perception isn't limited to the physical restrictions of our eyes, and we most certainly aren't experiencing anything remotely similar to a camera lens's DoF

    • @Acerola_t
      @Acerola_t  2 года назад +8

      Yeah this is why I specified cinematic, games will probably never be able to replicate actual eye rendering because it will always feel disconnected from your actual eyes (until we have like brain attachments or something to detect your eye focus brain waves or whatever).
      I think using depth of field in first person is a bad idea, but cod modern warfare 2 did it really well imo

    • @wolflight25
      @wolflight25 Год назад

      @@Acerola_t PSVR having eye tracking that allows for foveated rendering could make a super interesting DOF effect for games, although as its your own eyes being tracked, I guess if you got it just right you would never actually notice it. I dunno maybe you would, at least others watching you play would be able to notice more often where your attention is.

  • @WingofTech
    @WingofTech Год назад

    What incredible effects. Thank you!

  • @Meteotrix
    @Meteotrix 2 года назад +16

    awesome lesson! But I have to say, I personally kinda hate DOF in games so much, probably because practically everyone does it wrong. I used to hate motion blur too until everyone got better at using it °w° Subtle and relevant tends to work better I think :3

  • @FinFET
    @FinFET 2 года назад +5

    Such an amazing channel! I'm from Brazil and used to the acerola berry, but calling yourself Mr. Rola in portuguese sounds really funny 😅

    • @MatheusPratta
      @MatheusPratta 2 года назад +2

      I agree, the moment he called himself Mr. Rola I started laughing myself so hard, oh man, 5th grade vibes still going very strong years later

  • @PDihax
    @PDihax 2 года назад +8

    Man. I would die without knowing why he cant legally tell us about the Karis Average

  • @BobzBlue
    @BobzBlue Год назад +1

    imagine matching it up with an eye tracker

    • @Acerola_t
      @Acerola_t  Год назад +2

      This is what foveal rendering is in VR, they use eye trackers so they can commit less resources to rendering areas of the screen that are in your peripheral. This is of course different from depth of field, but it's a similar concept.

    • @BobzBlue
      @BobzBlue Год назад +1

      but the question is... how jank would it be to apply it to a standard monitor.

  • @adyss1543
    @adyss1543 2 года назад

    I honestly really enjoy these videos. I make Shadermods for Skyrim myself(with ENB) and these are great to learn new stuff or get new ideas. Ty for making them♥️

  • @crow4277
    @crow4277 2 года назад +1

    new acerola LFG
    your videos are so amazing
    edit: watching this i'm realizing that my own script that im writing for a video on music theory and physics is actually accidentally drawing on your style and mannerisms whoops

    • @Acerola_t
      @Acerola_t  2 года назад +1

      new acerola looking for group
      Thanks! and no worries, imitation is the sincerest form of flattery after all. I'd be lying if I said I haven't drawn heavily on creators that inspired me.

  • @emorial.mp4
    @emorial.mp4 2 года назад +7

    is 4:39 not supposed to have audio?

  • @UncoveredTruths
    @UncoveredTruths 2 года назад

    that looks great dude, good work!

  • @infokubarcade
    @infokubarcade 2 года назад +1

    Hey mr Rola.
    At first i wanted to make a joke bc half of the time im in orthographic.
    But i'll be serious for a minute. It's been a while since im looking for pros making content for pros, with high tech and precise explanations.
    You are definetely one of them. Amazing content. I'll definetely be part of the Patreons club and i wish you the best for becoming a full time video maker. This platform is lacking so much of ppl like you.
    Peace !

  • @tsun8267
    @tsun8267 Год назад

    i usually never comment on youtube but i just want you to know this channel is a godsend for game artists especially for those that like the technical side of things

  • @FROZENbender
    @FROZENbender Год назад

    kickass video. I thought dof was a trivial effect, didn't know how much there was to it.
    I'd have loved to see a star kernel for the bokeh blur. seems like that's what my eyes see from street lights at night.

  • @RetroMMO
    @RetroMMO 2 года назад +1

    Thank you Mr. Rola

  • @lynx-x2h
    @lynx-x2h 4 месяца назад

    This is amazing dude. Thank you for sharing it!

  • @AnnisVeryGoodGames
    @AnnisVeryGoodGames 2 года назад

    lol the arrow with "transparent" background is absolutely hilarious.

  • @LetsReinharder
    @LetsReinharder 2 года назад

    I've been around RUclips long enough to recognize channels that are about to hit exponential growth. Buckle up, Acerola.

  • @MrGoodKill_FR
    @MrGoodKill_FR Год назад

    Excellent video as always :).
    Also, late to the party but for what it's worth "Next Generation Post Processing in Call Of Duty" mentions the Karis average!

  • @neogiu000
    @neogiu000 2 года назад +1

    It'd be nice to see an anamorphic version of this

  • @radicant7283
    @radicant7283 2 года назад

    > see 15 min video about dof
    > I ain't watching all that
    > name looks familiar though
    > oh shit it's that guy!
    > watch the whole thing
    Excellent and smart as always my dude. That inverse firefly suppression is so slick.

    • @ShiroCh_ID
      @ShiroCh_ID Год назад

      you meant that FFXIV Guy??

  • @eXca1iburN
    @eXca1iburN 2 года назад

    ~13 minutes you credit people in your discord for contributions to stuff you could have claimed. That's pretty lovely, I hope you don't ever lose that humility - I really enjoyed the vid 😊

  • @CharleyLemayor
    @CharleyLemayor 2 года назад +2

    your voice is missing at 4:39 O_O. else than that, high quality content as always :cheer_cat:

  • @E1nsty
    @E1nsty Год назад

    Pretty sure that an open aperture results in strong depth of field by shortening the focused range. A simple pinhole camera has near infinite focused depth range.
    This means in photography it's always a tradeoff between the amount of light hitting the film/sensor and focused depth. More light means less noise and allows for shorter exposition which limits motion blur, but at the cost of having to be precise with the focus.
    The lens moves to shift the focal plane, this also affects the absolute distance that can be considered in focus as focusing on closer objects makes the focused depth range approach zero.
    thanks for the vid

  • @LambOfDemyelination
    @LambOfDemyelination 2 года назад +6

    what's that moment of silence at 4:30

  • @ryu_lidu
    @ryu_lidu 2 года назад +1

    Insane content as always

  • @battmarn
    @battmarn 2 года назад +2

    DoF goes on for screenshots but off for actual gameplay for me. I can't deal with things I'm trying to focus on with my eyes being blurry

  • @piedpiper1172
    @piedpiper1172 Год назад

    I think a truly great implementation of this would be active effect scaling tied to camera and character idleness.
    By this, I mean:
    While moving and playing, the intensity of this DoF effect is reduced to between 0-5%. If the player comes to a stop and is idle, after some delay (maybe 3-5 seconds) the effect begins to scale up until what ever maximum works with the art direction.
    Ideally this would then not disable if the player inputs small / slow camera and player movements, but disables/scales back down to minimal intensity quickly if the player begins moving quickly or uses any action/ability input.
    Of course, this goes way beyond what ReShade can do on its own. This would require an intensively tested and tuned model, but I think it would address what we see in the comments with people who hate DoF “during gameplay.”
    If this dynamic DoF intensity is just right, I think it would come close to replicating how we actually experience the world. When active (such as playing a sport) we are not really taking in the cinematic environment-instead we have laser focus on the object of our activity.
    But score a goal and look up into the cheering stands and suddenly you are taking it all in.
    Anyway, I think what you produced looks amazing, and loved the information. I wonder if any game has ever implemented dynamic/input based DoF intensity scaling. I could see it really working in something like Elden Ring or FFXIV-high action games interspersed with moments of pause to take in the scene.

  •  2 года назад

    "I can not legally tell you"
    lmao classic acerola

  • @j0elyb3an
    @j0elyb3an 2 месяца назад

    4:36 i 100% thought this was on purpose and laughed my ass off thank you acerola

  • @ro-ce8vg
    @ro-ce8vg 2 года назад +5

    4:41 muted audio or am I stupid

  • @ghastlyGrenadine
    @ghastlyGrenadine Год назад

    Before watching the video, how I would do it: Grab the depth buffer and then, in order of furthest back to closest forward, blur the pixels by an amount relative to their depth. You could use a pre-generated LUT per specific value or figure it out on the fly with the ever-loved maths.
    For autofocus I would adjust the value at which there is no blur to whichever one is in the direct center of the frame

  • @Thenormal880
    @Thenormal880 2 года назад

    this vid is really interesting i really loved how you expaling them code to make said sense to me at least good job dude keep up the good work

  • @alexanderhuliakov6012
    @alexanderhuliakov6012 2 года назад

    This is the best channel on graphics programming, I swear...

  • @fray9441
    @fray9441 2 года назад +1

    "what the fuck is happening dear god"
    -me, throughout the entire video

  • @ea02ca6f
    @ea02ca6f 2 года назад

    Video idea I'd like a lot: Discuss image effects that would go well with unlit scenes.

  • @Arcangel0723
    @Arcangel0723 Год назад

    I feel smart now yay. As soon as you mentioned standard dynamic range and high dynamic range I thought "hmm, sounds like a 1/x sort of problem".

  • @Cookieglue
    @Cookieglue 2 года назад

    Acerola uploads again. Perhaps we do live in a good world after all.

  • @Meow_YT
    @Meow_YT 2 года назад

    The other thing missing is the double-vision effect when focusing on different depths. I think that really needs stereoscopic vision and fast eye tracking though. Even probably some way of determining where the eye is focusing.

  • @vgchronicle
    @vgchronicle 2 года назад

    I always thought DOF in video games was very basic or not existent. But there is actually more to it. Good explanation and idea.

  • @RealityvoidMe
    @RealityvoidMe 2 года назад +2

    it's weird how many comp sci students I know that watch these

  • @baa_zau
    @baa_zau 6 месяцев назад

    real cool, an impossible effect that gives off to bloom realism is also the fact that the bloom acts mostly on the source of light itself and objects near don't just get blur bleedoffs but rather the bloom subscatters based on the material. it's a real hard thing to explain :P

  • @bastian3461
    @bastian3461 2 года назад

    HEY I KNOW THAT OST 10:30
    oml i should be listening
    caught me off guard there
    perfect balance between fps and graphically pleasing im listening
    edit: simply amazing
    that was awesome

  • @bigscheesy4982
    @bigscheesy4982 2 года назад +12

    Is the lack of audio at 4:39 intentional?

  • @chrispysaid
    @chrispysaid 2 года назад +1

    When he said 4:39 I felt that

  • @Nickmav1337
    @Nickmav1337 Год назад

    I'm trying to implement bloom a la Advanced Warfare in my renderer, and so I've come to need Karis Averaging. Holy shit you were not kidding about information on the topic being impossible to find. Even the AW slides reference a [Karis2013] paper but there's no bibliography so lol, lmao. The brief mention of it in this video is the only info about it I've been able to find so far.

  • @isaipack
    @isaipack 2 года назад

    Another great video. This video itself could be a final project for a computer science degree. Easily.

  • @PetrVejchoda
    @PetrVejchoda 2 года назад +1

    1:48 its the opposite. The smaller the aperture, the higher the range of focus. Since the ray of light itself is smaller, it makes smaller impact on the sensor.

  • @adam.antoise.97
    @adam.antoise.97 2 года назад +1

    The presets are already wonderful but I really appreciate the in depth explanation behind each effect.
    Recently, it has come to light that the GShade developer had included malware in the installer and due to the backlash GShade has been discontinued. Would these shaders be compatible with the regular ReShade, or would they require modification?

    • @Acerola_t
      @Acerola_t  2 года назад +1

      GShade has not been discontinued lol, he just took out the "malware" which was just something that prevented people from tampering with the gshade installer which only someone with malicious intent would do.
      You're good to continue using GShade, but if you switch to default ReShade, my shaders should work just fine (you'll just need to place the shaders in the proper folders that ReShade uses).

  • @josephthomason447
    @josephthomason447 Год назад

    depth of field makes me physically ill in basically every game I've seen it used. I have edited files to try to remove it in some games where it isn't an option.
    same for motion blur to be fair, but most games make this an option to turn off while depth of field is a mixed bag.

  • @oliverlong345
    @oliverlong345 Год назад

    My god he wasn't lying about the Kari's average. I guess I'll just have to sub and watch all his videos to learn graphics programming.

  • @alexlarex7773
    @alexlarex7773 2 года назад

    Ah, a fellow monogatari series fan (correct me if i'm wrong). Stumbled on this vid randomly, stayed for the great info.

  • @zutnoq
    @zutnoq 2 года назад

    It's actually possible to do fairly good (circular only) bokeh blur much more efficiently by adding the results from a few complex (as in complex numbers) gaussian blurs, which are separable i.e. they can be done in each dimension separately with just 1D kernels (this is true of gaussian blurs in general). A pair of N sample 1D kernels will be equivalent to a 2D kernel of N^2 samples but at the computational cost of a 2N sample 2D kernel (though I think its more like 4N or 8N in this specific case since it is needs multiple complex kernels).

    • @Acerola_t
      @Acerola_t  2 года назад

      I also saw the computerphile vid
      no it's not more efficient than the precomputed circular kernel

    • @zutnoq
      @zutnoq 2 года назад

      I was wondering where I saw it. You are right, it could only be more efficient at significantly larger kernel sizes. My bad.

  • @LemurG
    @LemurG 2 года назад

    I love eating queso cheese and drinking chai tea while learning about Bokeh blur on my electronics computer in my seat chair

  • @mitchell30036
    @mitchell30036 2 года назад

    Top tier outro 😂😂😂 great video mate!

  • @Ragswolf
    @Ragswolf 2 года назад +1

    Karis weighted average refers to @BrianKaris Sr. Graphics Programmer at Epic Games.

  • @AZodiacCancer
    @AZodiacCancer 2 года назад

    It's being able to see Kody Ko's background. Also as someone with terrible near sightedness I can take off my glasses and get the same effect.