An OBVIOUS Trick More FPS Games NEED To Use

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Garbaj

Garbaj

2 роки тому

Music: X-Ray Vision - Slynk
Dude - Patrick Patrikios
Buy Me A Coffee: ko-fi.com/garbaj
Discord: / discord
Twitter: / garbaj2

КОМЕНТАРІ: 1 900
@Fancysaurus
@Fancysaurus 2 роки тому
TF2 goes even further than just it's color choices. They specifically designed the class models to be uniquely identifiable from as many distances and situations as possible. Something I wish more shooters did as it makes engagements more fun imo. I know when I fight a soldier what roughly he has and consequently how to engage with them.
@garbaj
@garbaj 2 роки тому
That's part of the reason why the design of the tf2 classes remain so iconic 13 years later. The art director really did some magic with the game
@rockboiler1029
@rockboiler1029 2 роки тому
This is something that really bothers me about games like Apex. The characters all look the same. I can end a fight, win or lose, and I still won't have a clue what character I fought against.
@ElAndGinsee
@ElAndGinsee 2 роки тому
furthermore, it uses what I think is called "backlighting" to make the character pop even more.
@guilhermeholz1606
@guilhermeholz1606 2 роки тому
moby francke is the big brain behind this
@guilhermedom2228
@guilhermedom2228 2 роки тому
@@orionfell well yes but actully no, funny enough, the smallest hitbox in the game TF2, in this case Scout, is the more easy to hit a headshot, when the Heavy, the biggest one, is the hardest :V
@PolyMars
@PolyMars 2 роки тому
FPS games could learn a thing or two from clickbait youtube thumbnails
@garbaj
@garbaj 2 роки тому
let's just say I saw a particular Veritasium video and now I'm a full simp for clickbait
@ali_seyedin
@ali_seyedin 2 роки тому
@@garbaj nah actually i think yours counts as a legitbait
@PostalGrace
@PostalGrace 2 роки тому
@@garbaj literally watched that video before this one, I must say, you're doing a good job
@PolyMars
@PolyMars 2 роки тому
@@garbaj oh WAIT just realized my comment sounds like I'm roasting your thumbnail lol, I just meant we need logan paul's red circles and arrows to indicate players 😤
@garbaj
@garbaj 2 роки тому
oh lol, that makes sense! either way I knew it was all in good spirit :)
@triynizzles
@triynizzles 2 роки тому
Another thing that I've noticed especially in the 2009-2010 era of shooters is sharpness. The environment's themselves we're pretty flat with low resolution textures and the player models were highly detailed. This made them stand out by having a sharp object on a relatively blurry backdrop.
@koryfredrick1164
@koryfredrick1164 2 роки тому
The trick there was a different shader applied to the character models
@triynizzles
@triynizzles 2 роки тому
@@koryfredrick1164 mostly what I said
@koryfredrick1164
@koryfredrick1164 2 роки тому
@@triynizzles You were talking about level of detail, which yes makes it easier to see too, just look at CSGO, the maps are mostly flat surfaces. I was talking about shaders, which is a whole different thing
@poko60
@poko60 2 роки тому
Exactly. Games these days try to Look good on screen so people jump onto them, but when you actually play them you can't see shit I've actually heard many pros and good players in games like Apex call the visibility bad. But they take it as yet another thing to learn. To actually see the enemies
@GraveUypo
@GraveUypo 2 роки тому
hehehe not really. go see unreal tournament 3. released the same year as tf2. worst art style ever for what it is (it's basically the same as gears of war, everything is gritty, visually polluted and blends together)
@jefflei215
@jefflei215 2 роки тому
In my opinion, it completely depends on what type of shooter you're making, a more slow paced, positioning based shooter like insurgency sandstorm can benefit from having hard to spot enemies, but any fast paced shooters like CoD or BF can definitely benefit from more visible enemies
@rahatzaman8120
@rahatzaman8120 2 роки тому
Exactly what I was thinking .. but not battlefield .. it's kind of a semi-realistic large scale battle type ... So "snipers in the bushes" is necessary for this game to give a feel about being on a battlefield .. you may right about COD because COD is a small scale arena shooter .. similar small scale games like CSGO etc .
@flamingchuucygnet8983
@flamingchuucygnet8983 2 роки тому
@@rahatzaman8120 *suffers in MIlsims for 30mins of planning and positioning to kill 1 guy*
@rahatzaman8120
@rahatzaman8120 2 роки тому
@@flamingchuucygnet8983 for some people that's fun . Just like some people love combat flight simulations while many others think these games are extremely boring .
@flamingchuucygnet8983
@flamingchuucygnet8983 2 роки тому
@@rahatzaman8120 yep definitely, it is fun, but on my end after playing too much milsim, normal shooters get too fast or too unruly for me, so i cant quite enjoy fast paced shooters anymore.
@Daktangle
@Daktangle 2 роки тому
@@rahatzaman8120 Oddly it's not usually the snipers I have an issue with in the recent BF games, as they have a visibility indicator when they aim down sights at you. It's the people playing assault and medic like they're in CoD, zooming round a corner in muted colours.
@yokcos
@yokcos 2 роки тому
another thing TF2 has going for it is rim lighting on all characters, effectively a subtle little light-outline that helps distinguish character from wall
@garbaj
@garbaj 2 роки тому
and it looks perfectly natural too, unlike a neon border
@Joshua-yl1yq
@Joshua-yl1yq 2 роки тому
was gonna say. Yall sayin tf2 has no need for outlines. They still got outlines. Just. Diagetically.
@EcchiRevenge
@EcchiRevenge 2 роки тому
halo5: hold me codpiece
@revimfadli4666
@revimfadli4666 2 роки тому
Valorant does a more high-tech version of that, with extra red/blue based on the angle of the character's surface from the camera
@CobiVonSchweetz
@CobiVonSchweetz 2 роки тому
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@jordanjamison97
@jordanjamison97 2 роки тому
I love how in Splitgate, the enemy team is ALWAYS red. Always. Greatly helps with visibility since we're naturally drawn to red
@MrMadXenomorph
@MrMadXenomorph 2 роки тому
Sometimes your teammates are red too, depends on the skin, it annoys the hell out of me.
@kimjunguny
@kimjunguny 2 роки тому
I agree, but splitgate doesn't have the best visibility. Theres lots of times where people are just shadows.
@vicfic_
@vicfic_ 2 роки тому
but its confusing sometimes because in the bottom left alpha is always blue and bravo is always red. It's hard if you want to know your team's score.
@jordanjamison97
@jordanjamison97 2 роки тому
@@vicfic_ This video is talking visuals. But your score is always on top so I'm not sure how confusing it can get. I've always found it extremely visually simple
@synical4
@synical4 2 роки тому
I love splitgate's visibility, its amazing. I completely agree.
@PsychoRavager
@PsychoRavager 2 роки тому
To me, it'll always be dependent on the goal of the game and its art style. I really don't like it when people complain about visibility in games that are meant to replicate real life military uniforms and scenarios.
@taragnor
@taragnor Рік тому
Yeah, though I'd really reserve that for only those shooters that really try for realism (like ARMA). You've got plenty of "military shooters" like battlefield and CoD that are basically not designed to portray a realistic military operation. It's just a bunch of dudes playing soldiers running around shooting each other and respawning, as opposed to trying to portray a real engagement.
@Ignatiusussy
@Ignatiusussy Рік тому
If all tactical shooters keep pursuing realism eventually all of them will evolve into something akin to Arma, dudes sitting around and one gunfight per 2 hours, because that's realistic.
@PsychoRavager
@PsychoRavager Рік тому
@@Ignatiusussy, never said that all facets of realism should be taken into the execution part of the process. Taken into consideration? Sure. Priority should always be... what kind of gameplay is to be offered. So, I'm all for fast-paced tactical shooters that have more visibility and unrealistic speed and reload mechanics. I'm just saying that there seems to be a lack of balance in this regard due to a desire for having features forced into products that were originally going for something else entirely. Just take Rainbow Six Siege here as an example. I know a lot of people, including myself, that wished for Ubisoft to have maintained the gritty tone and atmosphere.
@moreliaviridis5602
@moreliaviridis5602 Рік тому
Ears better than sight
@filipgasic2642
@filipgasic2642 Рік тому
Well those games are not competitive in the first place
@romxxii
@romxxii 2 роки тому
This reminds me, back in the late 90's I used to hang out with a Quake clan at a local LAN cafe. Those guys would _always_ lower their settings on Q3A, just to get that extra bit of competitive advantage. Naturally, I died to them almost constantly.
@nobodyimportant7380
@nobodyimportant7380 2 роки тому
At that time we would edit config files to remove things like light coronas or even turn off lighting all together, which removed all shadows. It is how most competitive players would set up. Unfortunately, with todays cry baby players, that would be classed as cheating.
@zjanez2868
@zjanez2868 Рік тому
@@nobodyimportant7380 depending on your definition it is actually cheating you are using external programs(text editor) to give yourself a definite in game advantage
@nobodyimportant7380
@nobodyimportant7380 Рік тому
@@zjanez2868 Not at all cheating and accepted in competition. All of it could be done within the game console, it was simply faster to use a text editor. This is the entire issue, today's cry babies, seem to think anything that offers an advantage is cheating. Taking that attitude to the extreme. Gaming Monitor, Advanced controllers ( Scuf, Elite) , Headsets, surround sound, steering wheels all give an advantage over a basic TV and controller so should all be banned, Even, Playing in a XBSX in Black ops coldwar against XB1 players. That is the problem. Cheating is when an external program is taking control of certain aspects of the game like aiming (aimbot), recoil control ( anti recoil scripts) or giving the ability to see things that should not be seen ( walls hacks or radar that isn't present in the game). Nothing beyond that is cheating.
@thespud1094
@thespud1094 Рік тому
@@nobodyimportant7380 there is a blurry line between cheating and just optimizing the game for competitiveness like, is it cheating to turn on the console-only aim assist on the pc to reduce aiming mistakes? by your definition it isn't, cause no 3rd party program is *actively* modifying the game. what if I used a text editor to turn on a debug feature that outlines all players in a game for myself? by your logic that wouldn't be cheating cause again, no 3rd party software is running. yeah it's true people baby about it a lot more, but also it's pretty annoying that you have to look up special settings to use just to get the most out of your skill in a game and I could get why that would piss people off.
@nobodyimportant7380
@nobodyimportant7380 Рік тому
@@thespud1094 What you are referring to by effectively turning on outlines was not only covered by my previous post ( the ability to see things that should not be seen) but has been part of the CS for years, the Server either allows it or not. If the server doesn't allow it, then it doesn't work. If the server doesn't allow it an the player finds a way to show it, then it IS cheating as it is breaking the rules set by the server. My point is everything I mentioned could be done within the game settings either basic or advanced settings. With regards to the turning on console aim assist, can that be done in any game using the in game settings basic or advanced? If it can be turned on in game settings, then it isn't cheating. The blurry line isn't blurry with simple clarification. 1. The input must be 100% Human or assisted only within the settings allowed by the server. 2. The ability to use debug tools should be set by the server, If the server doesn't allow them then the official tools don't work. 3. Anything to do with Lighting or gfx should only allow settings within the game, either normal or advanced. 4. No third party software is allowed to control or override anything that is restricted by the server either prior to server entry or on live changes. Beyond that I say nothing is cheating. Your choice of input device, Display, Sound, are all fine as long as the 4 rules are met. The problem is, as I previously said, people NEED an excuse for loosing these days, they are unable to accept a better player exists. So they deem anything they don't have or know how to do, as cheating.
@c4llv07e
@c4llv07e 2 роки тому
Another example is Quake tournaments, where the entire map is almost completely dark, and the player models fully painted in a very bright green color.
@MaxSpec
@MaxSpec 2 роки тому
That's Quake Live thing. Original Quake 3 had different variety of colors, but they still stood out.
@MacHammer3000
@MacHammer3000 2 роки тому
@@MaxSpec that was already a feature of osp & cpma, CL came much later
@jbkibs
@jbkibs 2 роки тому
quake 3 was the best. and Team Fortress was stemmed from quake.
@JohannesAthmer
@JohannesAthmer 2 роки тому
@@MacHammer3000 competitive Quake and UT mods really knew what's good (fullbright, forced color and model - then add some pickup setting) quite early on. (No idea who invented it first …)
@bitffald
@bitffald 2 роки тому
Even quake champions allows the player to force very bright and saturated outlines on the enemy... But arena fps never try to be realistic or simulative, unlike some tactical shooters, so it's normal that bright skins and outlines are the norm there.
@Wodsobe
@Wodsobe 2 роки тому
What I'm getting from these videos as that TF2 is just a really good shooter
@garbaj
@garbaj 2 роки тому
pretty much yeah
@Trash_Enthusiast
@Trash_Enthusiast 2 роки тому
akTuaLlY it's the first and only war themed hat collecting simulator
@cralo2569
@cralo2569 2 роки тому
tf2 isn't just popular for it's memes, there's a real diamond beneath the surface.
@mineland8220
@mineland8220 2 роки тому
Its a timeless masterpiece. Valve is really good with games
@worm6820
@worm6820 2 роки тому
Yes!
@serioussponge6416
@serioussponge6416 2 роки тому
TF2's color choices actually makes it rewarding during stealth, when you position yourself in a way that makes you less noticeable to enemy players. Many maps have a few places where, whether by design or not, allow players to hide either due to physical obstruction or by it being a dark corner that you can blend into more easily by hiding in the shadows.
@HappyBeezerStudios
@HappyBeezerStudios Рік тому
I noticed it in a few games, where standing still in a corner is the best way to hide. Not in bushes or other foliage, but simply not moving.
@Joesmowseph
@Joesmowseph Рік тому
That goes both ways making it more competitive in noticing people and it’s really not that difficult to see or hear people in games like CoD or apex, people complaining about visibility just aren’t as competitive or good enough nor are they even smart enough to just change their visual settings. Stealth is big in games like CoD and apex because hiding isn’t still very easy, even casuals see things easily and the audio makes it easier to detect people. I love garbaj but his arguments in this video are just not hitting the mark
@Mrgamer7281
@Mrgamer7281 Рік тому
@@Joesmowseph payed $5000 for a rig I ain’t lowering settings for shit
@dogatheven3630
@dogatheven3630 2 роки тому
Although I find your statements agreeable in some ways, in my opinion, certain tactical shooters with larger maps should keep the colors that blend with each other because it allows for more tactical play styles that have to do with stealth. I do agree however in certain games it is better to have the characters be distinct and more vibrant in order to allow for easier detection
@soulghost9718
@soulghost9718 2 роки тому
Make sence
@sergeantsharkseant
@sergeantsharkseant 2 роки тому
I really much agree it really depends on the aim of the game. If you want a hyper realistic shooter like Arma you ain’t going for super Mario Suits. But in a heroshooter with what God know crazy effects? Why not?
@crestfallensunbro6001
@crestfallensunbro6001 2 роки тому
this is why i really like the pro-visibility choices of TF2 but not the pro-visibility choices of overwatch, by strictly using only the models and textures (90% of the time) tf2 both gives good visibility in situations where it makes sense but also lets players get sneaky when they put their mind to it. by using screen space elements overwatch effectively removes the ability for players to be in any way sneaky without explicit stealth mechanics/abilities (hostility to emergent features is something the game suffers with overall) the red outline means that instead of having _more_ visible characters it has *fixed* visibility characters, removing any consideration about weather one is more or less visible
@kenneth_blah_blah_blah9228
@kenneth_blah_blah_blah9228 2 роки тому
Makes sense because people just want a game where you don't have to go into cranky mode for your pc just, because people are like; *I can't see a f-k from a point blank range and keep dying! Just because that same dude can crank his brightness up while I don't want to!* You can disagree but that's ok. But, I do believe that developers should avoid a case where one person can easily crank their brightness to make it easier to spot enemies and kill the other who doesn't want to, or can't do the same thing.
@SviatoslavDamaschin
@SviatoslavDamaschin 2 роки тому
@@kenneth_blah_blah_blah9228 The last part sounds really really dumb
@trblemayker5157
@trblemayker5157 2 роки тому
Don't some players just reduce the graphics to the lowest settings? That way they get higher fps and less post processing/shadows on other players.
@garbaj
@garbaj 2 роки тому
yeah, lowering the graphics settings can help reduce visual clutter. Dunno if it improves the color contrast tho
@trblemayker5157
@trblemayker5157 2 роки тому
@@garbaj It is possible to change the colors if you have an nvidia gpu - ukposts.info/have/v-deo/nKijf6t7p4d6xo0.html
@Western-spy
@Western-spy 2 роки тому
This is definitely me. I was used to playing modern esport titles on ridiculous render scale values and minimal settings, running games on my old GT640. Once I got an RX580 I played with graphics settings menus and sliders for a bit and realized that I never needed those cool graphics to begin with. I would take sky high framerates over a bit nicer looking shadows or whatever any time and I genuinely wonder how people feel nice about playing games and not pushing the fps counter to its absolute limit
@AlexanderTBratrich
@AlexanderTBratrich 2 роки тому
In Overwatch, using the lowest settings removes decorative things like bushes (as far as I remember)
@dZ-vm9mi
@dZ-vm9mi 2 роки тому
It's a pretty big things for games with grass too that can be removed via graphics settings (For example, ArmA 3 with the lowest terrain settings completley removes the grass, which is actually pretty thick)
@midge_gender_solek3314
@midge_gender_solek3314 2 роки тому
High-poly characters are better seen with low-poly backgrounds, so having too much detail makes it harder to see players
@YugiMomo
@YugiMomo 2 роки тому
That's why a lot of people use minimum quality settings on games like quake or RuneScape, even if they can run on higher settings
@Lo0nex_
@Lo0nex_ 2 роки тому
i used to play cod1 competitively for years and this is a thing that everyone did, turn everything down other than model quality
@TheAlreadybeentaken
@TheAlreadybeentaken 2 роки тому
It doesn't have to be low-poly maps just maps that are clear and easy to read without any distracting details. Like the maps in overwatch, valorant, and tf2.
@sakesaurus1706
@sakesaurus1706 2 роки тому
Remembering how i redid all arma missions with good graphic settings because the bushes and grass makes it way harder
@koryfredrick1164
@koryfredrick1164 2 роки тому
@Low even CS:GO, there‘s very little detail in the maps themselves, mostly blank walls, so it‘s very easy to spot people
@kuraiwolf4047
@kuraiwolf4047 2 роки тому
As someone with astigmatism, I am glad you made this video. I always have a hard time seeing enemies, human or AI, in most "realistic" looking games. I know that is sort of part of the aesthetic. But I feel that the aesthetic is not worth losing out on players with worse vision such as myself. From a developer's stand point. I personally have been working on adding a slight "rim-light" effect on enemies in a game of mine using a fresnel shader. It helps make characters pop out from the background while not adding a potentially obtrusive "highlight" or outline around the whole model. Its just like a slight edge "shine" that better highlights the silhouette.
@zachb1706
@zachb1706 2 роки тому
It’s worth it
@Azaduur
@Azaduur Рік тому
I've got some pretty bad vision and an astigmatism in my right eye. I refuse to take shooters with character lighting and Nickelodeon art style seriously. Give me my glasses and a "milsim" game any day.
@majesticttt8955
@majesticttt8955 Рік тому
@9c8s4ltd5xlg== lazy eye and uveitis 😴
@terryriley6410
@terryriley6410 Рік тому
Not trying to be a jerk but it can totally worth it. Games are no way obliged to cater to everyone and aesthetics are a big part of what makes up a game. That being said a fresnel effect with customizable color on enemies like in valorant is pretty standard and the best choice if realism isn't a concern. It is definitely obtrusive though and makes the gameyness very apparent (which isn't necessarily a bad thing).
@theholydoge7616
@theholydoge7616 Рік тому
Tell me any game you've made and I'll buy it. If you haven't made any games yet. Please start
@QifanXi
@QifanXi 2 роки тому
Moby Francke was involved in defining the art style in both TF2 and Valorant so clearly the solution for FPS developers is to make sure that Moby is on your team
@Ultra289
@Ultra289 2 роки тому
But valorant uses outlines
@damsen978
@damsen978 Рік тому
Owned by 4 words ^ lol
@fuckitimjem
@fuckitimjem 2 роки тому
tf2 really is the blueprint. great video as always dude
@garbaj
@garbaj 2 роки тому
top 10 most played games on steam, not bad for a 13 year old title
@momenmody5060
@momenmody5060 2 роки тому
Facts
@MOOtf2
@MOOtf2 2 роки тому
@@garbaj And not bad for a game that has received zero major updates in three years, and had received mostly negatively viewed updates for the prior two years
@ryanrong495
@ryanrong495 2 роки тому
@@garbaj yes even with the bits infestation and maggots and ddos server I still coming back
@robrobusa
@robrobusa 2 роки тому
If you want a stylistic competetive shooter with abstract shooting mechanics (as in, they're not trying to be authentic to the weapons that are depicted). However if you want a shooter that emulates a more authentic style, visibility is going to suffer as a result of that. Insurgency Sandstorm is a great example, as it is one of the more arcadey "MilSim-ish" experiences out there. The camo patterns of the security forces can blend into the background more often than not. But the gunplay is oh, so satisfying. Edit: Also the question is, which aspect people are supposed to compete in - twitch-muscle reflexes? Tactics? Communication? All these feed into design choices for balancing character and world design.
@mirthfulmiasma
@mirthfulmiasma 2 роки тому
There's nothing more infuriating in a game then dying to a gray blob 500 feet away surrounded by similarly shaped grey blobs.
@Beefyrulz
@Beefyrulz 2 роки тому
That's one reason I always liked Battlefields spotting mechanic, at least as it was in BF3. Even though it was readily spammable, you still had to be mostly looking at any given enemy. So it was nice to be able to spam the spotting mechanic at a hill when you were taking fire to figure out exactly which pixel was trying to kill you and where to lay down some hate. Even if it wasn't a perfect pinpoint on the exact enemy itself, you at least knew where to look. I definitely think if more FPS games that frequently feature longer-range engagements should incorporate that mechanic in some form. And not just a ping mechanic, cuz that's only as good as the playing calling the ping. But an actual 'spotting' mechanic to specifically point out enemy positions would go a long way, with some limitations of course to prevent it from being too OP.
@zenohawk1788
@zenohawk1788 2 роки тому
@@Beefyrulz cod warzone did implement just that, but yea I would agree if more fast paced shooters (primarily battle royale or possible games similar to battlefield) would implement that with ofc some minor tweaks and balances to make it balanced instead of being stupendously overpowered
@Beefyrulz
@Beefyrulz 2 роки тому
@@zenohawk1788 iirc warzone's spotting mechanic requires you to be looking directly at an enemy and even then the ping only goes to where they are at the moment you ping, unless that's been changed somewhat recently. The spotting mechanic in BF3 would actually 'stick' to an enemy for a short period of time, either popping a marker over their head if they were readily visible, or flagging them on your mini-map.
@zenohawk1788
@zenohawk1788 2 роки тому
@@Beefyrulz Honestly it would be better if it's like a few seconds or so instead of like permenently
@Beefyrulz
@Beefyrulz 2 роки тому
@@zenohawk1788 well yeah, that's how it was in BF3 and I think it's good that way. Even if you were still in line of sight, the mark would fade after maybe 3-5 seconds or so. It was literally just enough time to figure out where to look or see the enemy move/react to your shots. And I think it might fade a second or two quicker if you actually broke line of sight.
@oddity1769
@oddity1769 2 роки тому
I forgot to thank you, this was my true re-introduction to tf2. I've had the most fun in years playing the game again. I am indebted to what you have done to me and some of the community.
@rmt3589
@rmt3589 8 місяців тому
I appreciate you. Thank you for this. I wouldn't have even thought about this!
@RonaldFinger
@RonaldFinger 2 роки тому
This is exactly my gripe (and only one really) with the Halo Infinite. The beta gameplay looks hella fun and I'm excited for it, but I hate that they got rid of the outright red vs. blue spartans. Now it's just whatever your character looks like with either a red or blue outline. I get that character customization is really big in games nowadays and the developers want to allow people to show that off, but I don't think it's the right move. Not even for going against what has been a staple of the Halo style, but exactly for the gameplay reasons you explained. Edit: Just to clarify, I know you said the outlines were there to be a visual aid, but I think that they're not enough of an aid haha.
@garbaj
@garbaj 2 роки тому
sometimes the outlines can even make things worse! But yeah, it sucks that bad visibility is becoming a big issue in games these days. It's going to be interesting to see how it plays out in infinite
@pvpworld
@pvpworld 2 роки тому
halo isnt a competitive game.. its a shooter game for console normies
@theslamdancekid
@theslamdancekid 2 роки тому
There are plenty of ways they could have allowed for customisation while maintaining player model readability, they were either just lazy or mislead by publishers that wanted to factor in IGMT cosmetics.
@fyretnt
@fyretnt 2 роки тому
It’s the fiero guy! Loved your series
@johntravoltage959
@johntravoltage959 2 роки тому
You can change the shield colours, but what bugs me really is that it feels pointless to have the custom colours, when past 5m or so you can't really even see what colour they have, all it is is the outline. It just makes the game look more confusing up close, and look like you are shooting at glowing people further away.
@justrandomstuff6828
@justrandomstuff6828 2 роки тому
I think art style is the most important factor, for exemple: i could tell TF2, Mirror's Edge and Overwatch apart from each other, but the other realistic looking shooters i couldn't, they're basically the same with some tweaks, art style and colors complement each other, Doom Eternal is a great shooter that does these things, colorful and easy to tell apart from others
@eternalbread4715
@eternalbread4715 2 роки тому
In every doom game each enemy is distinctive and colourful without looking cartoony. I wish other games would do this instead of walking around for 20 minutes in a battle royale then getting instakilled by a random guy who happened to click first
@floreroafloreril1458
@floreroafloreril1458 2 роки тому
One real looking AAA shooter that I can always recognize is BF1, at least to my eye that game had a particularly distinct style compared to the others.
@martinszymanski2607
@martinszymanski2607 2 роки тому
@@floreroafloreril1458 i dunno, i'm big into games but bf1 seems so painfully average when it comes to its graphics it seems like most people would just see it as generic historic shooter #23523
@TheVoiceOfChaos
@TheVoiceOfChaos 2 роки тому
Thats the issue with realism. There is only one real life, therefore everything you make on it is going to look the same.
@luisapaza317
@luisapaza317 2 роки тому
It's the problem with being realistic, you don't have space for the gamified aspect
@gijsbrans2338
@gijsbrans2338 2 роки тому
Doom eternal also uses a smart trick for this. The lighting on enemies in Doom eternal is separate from the environment, so they are always lit and clearly visible, even in dark spots. This makes the game look less 'cinematic' and realistic but is much better for gameplay reasons. Hugo Martin, the game director, said that at first they had all the lighting be from the environment, like in 2016's DOOM. It made the game look really cool apparently, but it played bad in play testing because you often wouldn't clearly see what it was that got you killed, and eternal is much more punishing that its predecessor.
@HappyBeezerStudios
@HappyBeezerStudios Рік тому
The balance between realism and gameplay. In many cases realism has to take a step back, because a completely realistic game wouldn't be fun.
@oleemillindkilde8548
@oleemillindkilde8548 2 роки тому
First time watching one of our videos. Great job providing the full scope of the topic and not sounding arrogant. It really sounds like you have thought about it and that you embrace many perspectives and those are signs of a great argument and vid. I really hope all your videos of this quality.
@theslenderfox
@theslenderfox 2 роки тому
One thing I wished you'd have mentioned is TF2's use of phong shading on characters to give them an edge light that makes sure they stand out more from the background
@CamoflaugeDinosaue
@CamoflaugeDinosaue 2 роки тому
Yeah there's a sort of a fresnel glean on the models that subtly has a similar effect to an outline.
@CodingKaiju
@CodingKaiju 2 роки тому
TF2 also puts a rim light on each character to create even more visible separation between them and the background.
@TheGodCold
@TheGodCold 2 роки тому
Holy shit, I never realized that. That is so subtle but adds a ton of visibility. So cool
@nobodyimportant7380
@nobodyimportant7380 2 роки тому
Great video highlighting something I have been saying for years, visible players puts the skill back to aim and movement, which in turn reduces camping, and so improves fun. It does however depend on the game style, if it is designed to be more of a simulation, then muted colours would be better.
@ramalshebl60
@ramalshebl60 Рік тому
Title: more games must use this Thumbnail: this should stop Me: *visible confusion*
@trashbytes
@trashbytes 2 роки тому
Maybe I'm nitpicking, but you shouldn't "desaturate" the colors to get an accurate representation of an image in grayscale. The colors, or rather shades of gray, are all over the place. The "value" of a color is not the same as its brightness. To see the difference you can overlay a black layer over an image and set its blending mode to "color" or "saturation". Only then will you get a correct grayscale result. Or use the LAB color space which is more in line with reality by default. Your point still stands, but it's not as bad as you examples make it look.
@garbaj
@garbaj 2 роки тому
Not a nitpick at all. it's my fault for not fully understanding how saturation worked when I made the video, so I appreciate the information
@trashbytes
@trashbytes 2 роки тому
@@garbaj I just thought I'd throw it out there, it doesn't actually matter in this case and your point still stands. Maybe I'm getting old but I usually set things like foliage to low. In some games there are graphics options which literally make the gameplay worse. Like when you cannot make out pickable plants or treasure chest or even NPCs in all that green chaos. BTW, if your interested in similar things regarding color theory then I suggest you take a peek at Taran van Hemerts (from Linus Tech Tips) channel.
@AugmentedSmurf
@AugmentedSmurf 2 роки тому
@@trashbytes I found that people in PUBG and such turn off foliage and whatnot as well, because if you have it on and feel like you're hiding in a bush in the middle of a field, someone who has foliage off can plainly see you just laying on a flat surface. Same thing in War Thunder. Cover isn't cover if it can be turned off.
@R77ification
@R77ification 2 роки тому
The way Dirty Bomb did it was that each character skin has an alternative version for the enemy. Enemy players have a red shader on them while teammates have a blue one. Both have a noticeable glow in the darker areas.
@fuze7885
@fuze7885 2 роки тому
And splitgate does something similiar where you and your teammates are seen by eachother with your regular skins but the enemy team will always have a super red version of the skins that theyre using
@HappyBeezerStudios
@HappyBeezerStudios Рік тому
Ahh, so like in TF2 with red team and blue team, but the enemy is always red :D
@boobgoogler
@boobgoogler Рік тому
CSGO danger zone does the same thing where enemies are orange and your teammate is blue
@viniciushideki1699
@viniciushideki1699 Рік тому
don't remind me of dirty bomb, it shatters my soul
@cafe8681
@cafe8681 2 роки тому
What a treat of a video. Thank you!
@jimbalaya7002
@jimbalaya7002 2 роки тому
2:20 also in overwatch you can change the color of the outline for the enemy, so for instance you can change it to where they all have a gold outline for better visibility
@haksin2179
@haksin2179 2 роки тому
Let's just plop lights on the enemy heads. Tbh the problem is big.
@garbaj
@garbaj 2 роки тому
It would honestly be an improvement lol
@naranciagaming106
@naranciagaming106 2 роки тому
that's pretty much what black ops 4 did, if enemies were in a dark environment you could still see them because of the red lights on their suits
@Shuttergun1
@Shuttergun1 2 роки тому
Ah yes, titanfall’s method of strapping LED lights to clothing, it gets the job done even if it seems kinda stupid
@vg4288
@vg4288 2 роки тому
I love seeing tactical geared out troops with bright ass lights, total immersion breaker.
@koryfredrick1164
@koryfredrick1164 2 роки тому
Kinda like in halo?
@PlagueDoctor-87
@PlagueDoctor-87 2 роки тому
I actually thought he was gonna talk about the Fresnel effect applied to character models on TF2. It further increases the differentiation of players from the background, as player outlines become more visible
@EbagStudios
@EbagStudios 2 роки тому
I’ve been in the planning process of a competitive fps game. So this video was really useful, thanks!
@mathildadeer
@mathildadeer 2 роки тому
I accept dying to enemies I didn't see because it means that I have a chance to kill enemies that don't see me. If everyone can easily see the enemy then that effetely limits the tactical options available to the player. In games where it's harder to see I can have a choice: do I run through the woods to reach an area faster or do I move slower to avoid detection? If I glow bright red then there is no point in even trying the slow approach so I loose that choice. Increased player visibility is one of the reasons I enjoy the original Insurgency over it's sequel, Sandstorm. In the first game, characters had muted colors that blended in with the background. For Sandstorm, they changed camo pattern colors to increase the contrast with the background for the PMCs and gave the insurgents bright and colorful clothes. This made it harder to hide and sneak around. I found myself dying much more frequently because hiding was harder and thus I couldn't play the game the way I wanted to. Not to mention the altered camos just looked wrong because of the weirdly off colors chosen and kind of compromised some of the grounded art style despite everything else being a graphical improvement. I understand why some people like high visibility and that is the direction some games will go. But, I don't want all non mil-sim shooters to go this route as it will alienate people like me
@crusaderray1828
@crusaderray1828 Рік тому
I think it should depend on the player character's intended mobility. Games with realistic mobility standards should be more muted to make stealth viable, but games with very high mobility (wall running, high jumps, power sliding,...etc.), where stealth will next to never be viable, should have high visibility to aid with tracking an erratically moving target .
@ArcangelZero7
@ArcangelZero7 2 роки тому
Another good way to balance this is the Battlefield games. They're more on the realsy-tactical scale and therefore players aren't ultra-visible by default, but the spotting mechanic is brilliant. Once you've been seen and spotted, their team can tell where you're hanging out for a few seconds with HUD indicators and sometimes outlines. So just sitting on a rooftop sniping the whole game isn't the best strategy, when someone on the ground makes you stand out for a passing helicopter to pick off! ...and then on the far end there's Arma, where shots ring out and echo through the hills and you're spinning around going "WHERE?!? WHERE?!" and never see who killed you. LOL
@garbaj
@garbaj 2 роки тому
that's a pretty interesting way to handle it, I'm pretty excited for BF 2042
@dokkie9979
@dokkie9979 2 роки тому
As long as its not 3d spotting like older bf games spotting which is basically legal wallhacks xD
@Aro666pl
@Aro666pl 2 роки тому
But arma is far from competitive and even against snipers you arent defenseless, sniper os quite hot in thermal optics and easy target for the drone Ofc. Its kinda worse in arma 3 where ghille is now thermal isulated but still a sniper is easy picking for helicopters
@EcchiRevenge
@EcchiRevenge 2 роки тому
Battlefield actually do have plenty of visibility bs. Player character glows in 3/4/5.
@DLBBALL
@DLBBALL 2 роки тому
I think BFV's approach to the visibility issue is also interesting. It has one of the most stripped-down spotting systems of any major Battlefield game, so to compensate, enemies are giving this slight white "glowing" effect when in dark areas. I think it's kind of like TF2's rim lighting system or something.
@ThisIsNoir
@ThisIsNoir 2 роки тому
Cod mobile, on the other hand, give enemies bright red straps on their arms to distinguish between an enemy and a friend. This can be done as well.
@ash_1419
@ash_1419 2 роки тому
Nah it'll look arcadey
@garbaj
@garbaj 2 роки тому
anything to improve visibility is nice, especially on tiny mobile screens
@ThisIsNoir
@ThisIsNoir 2 роки тому
@@ash_1419 eh better than making players think they're blind
@lieutenantgodzilla2420
@lieutenantgodzilla2420 2 роки тому
@@ash_1419 Well, it’s a mobile arcade shooter, so the idea isn’t too unbelievable.
@ash_1419
@ash_1419 2 роки тому
@@lieutenantgodzilla2420 yeah it looks good on mobile but not on a PC game
@FireblastLp
@FireblastLp Рік тому
2:46 The footage of the traffic light was shot in my hometown! Never experienced such a coincidence. Btw love ur vids, keep up the great work!
@someonebrowsing4739
@someonebrowsing4739 2 роки тому
Thats why I use the color blind option to make the characters look a lot clearer! But i do think they should give a vibrant colours by default and you can tweek it for more realism
@chunchoe
@chunchoe 2 роки тому
Halo infinite outlines the enemy and friendlys some people dont like it but personally i think its a really nice touch makes it so much easier to visiaully distinguish things especially in this day and age of just everything being grey i find it so hard to concentrate on my enemies , black ops 4 had a decent system with the enemiy having a red light on their suit
@garbaj
@garbaj 2 роки тому
Those outlines are definitely a lifesaver!
@criskii
@criskii 2 роки тому
Valorant outlines friendlyes and enemies and you can see them very well
@NidonocuPoisonBunny
@NidonocuPoisonBunny 2 роки тому
It also plays in to gameplay too in a positive way in my mind as outlines for enemies only appear if the enemy is significantly visible or just left your sight, or you use a piece of equipment to scan for them. So it reflects how in world, your HUD would be scanning for and helping you identify opponents.
@FlamespeedyAMV
@FlamespeedyAMV 2 роки тому
Halo 3 still had a better system
@NidonocuPoisonBunny
@NidonocuPoisonBunny 2 роки тому
@@FlamespeedyAMV I don't recall Halo 3 having any system for outlines, it just forced colours on the players.
@redpichu1009
@redpichu1009 2 роки тому
This is actually one of my problems with unique cosmetics. Sure they look cool, and they technically don't affect your game, but it's a lot harder to hide in a bush when you're a bright red bad@ss samurai. People can just see you from miles away.
@MiaoNya
@MiaoNya Рік тому
And the opposite can be true in other games as well, such as players picking the "Roze" operator in COD Modern Warfare to get a massive visibility advantage over players.
@madiskruusmann302
@madiskruusmann302 2 роки тому
This is why I use the combat scout perk in warzone, it gives the enemies a bright orange outline (when I shoot them ) and I can actually see them.
@treesaretough
@treesaretough Рік тому
well put! I find that games that focus on accessibility (and/or options) are actually just making better core gameplay elements.
@youtubepolice5725
@youtubepolice5725 2 роки тому
Wow your channel grew so fast
@garbaj
@garbaj 2 роки тому
Oh, I'm very happy with how the channel's been doing lately ;)
@laLuminescence
@laLuminescence 2 роки тому
@@garbaj I think he's trying to give you a speed ticket.
@addiebuss9060
@addiebuss9060 2 роки тому
You forgot about to mention rim lighting. It's something way easier to implement on many styles, and helps a lot. On some of the freezeframes, look closely and you'll notice a little glow around the TF2 characters' bodies. This was meant to help contrast players in darker areas where color may not be as easily visible.
@FlameRat_YehLon
@FlameRat_YehLon 2 роки тому
Well, at least we got drop shadow rather often, even though in many cases it's nothing but a side effect of having SSAO turned on. Every little bit of local contrast helps, I guess.
@johnnndoeee6674
@johnnndoeee6674 Рік тому
I’m glad you mentioned how overwatch helps you spot enemies. Its a small thing I always appreciated about overwatch
@riesenbonobo7846
@riesenbonobo7846 2 роки тому
Man this dude has studied good clickbait. And now if fallen down a game meachanics rabbit hole at 2 am
@wreaker5518
@wreaker5518 2 роки тому
Never really thought about this very much. Very good way of presenting it
@selgesel
@selgesel 2 роки тому
I always thought devs picked colors specifically to make it more difficult to notice other players, and when I died because I didn't see that gray guy that was obviously standing in front of that gray wall, I always blamed myself for "not being good enough". It made sense because, as you said, armors are made specifically to not stand out. But maybe not all devs were that deliberate after all. Besides, in contrast to real life battles, in games we actually do want players to engage otherwise it wouldn't be as fun. Hell, if we do increase player engagement, players might begin to be quicker and more alert because they know they're in the open, which in turn might unironically make games more competitive.
@magnuskallas
@magnuskallas 2 роки тому
Back in the days when I was still gaming I wondered about the same thing. Unless we are talking about very specific camouflage, spec-ops and such stand out well in real life. I think the problem is that a game can't really replicate the depth of vision and sense of distance when looking at a screen. So something that would be well visible in real life becomes a mush. Anther thing in modern "reality" shooters is the ridiculous amount of smoke and debris flying. You know, unless we are talking about Vulcan cannon blasting, 5.56mm etc. won't blast off smoke-dust-debris, but will just leave a hole in most cases.
@ladrok97
@ladrok97 2 роки тому
If developers want to make games more realistic, then... Noone would want to play them
@C4Cole05
@C4Cole05 2 роки тому
@@ladrok97 Until you go to hyper realistic games, then you get ARMA and Escape From Tarkov and an entirely different audience suddenly starts playing. At that point its trying to see slightly more dark outlines on dark outlines while not having any HUD and not noticing the pixel peeking guy 2 storeys above you, which is entirely your fault because you didnt get a thermal scope which you could have seen him with 20m behind you when you were walking
@Kutthroat67
@Kutthroat67 Рік тому
Man I'm studying video game design in uni and your videos really teach more than some of our lecturers xD
@ilrathCXV
@ilrathCXV 2 роки тому
This just takes me back to old CoDs where either your primary gun choice or your first perk choice would decide what your character would look like. Remember BO1 where Ghost gave your a Ghille Suit or Flak Jacket gave you an actual Flak Jacket? In the industry of loot boxes and MTXs where everything has to be flashy and unique but still be homogenized, you end up with the Syndrome quote, "And when everyone is Super, no one will be." I want a return to team-based outfits and/or role-based outfits. Also highlights around characters definitely help as well in certain situations
@gabrieltiberius1076
@gabrieltiberius1076 2 роки тому
Thank you for this video! Poor visibility is something that I've been complaining to my friends about when we play AAA games. A good example would be the new Back 4 Blood. There is so much post-processing effects everywhere that is really hard to see if I'm shooting a zombie or a barrel. And also, thank you for keeping the video short (5 min), that's something that I really appreciate since you could easily just drag it to 20 min or so if you wanted to. Nice job!
@jdamsel8212
@jdamsel8212 2 роки тому
Here before this blows up. Also shoutout to the OG's from the first Godot tutorial.
@julianojosoa2145
@julianojosoa2145 2 роки тому
Yep bro! I was here for the Godot Advanced FPS and TPS tutorial since last year? I don't remember precisely 😅 I am glad Garbaj became popular and offers us better and better content
@LetsGetSmarted
@LetsGetSmarted 2 роки тому
This reminds me of something from Blacklight Retribution that I havent seen implemented in any FPS game since. Basically, you could temporarily put away your gun to see other players glow through walls. It was like a thermal-vision wallhack that anyone could use at any time. This made the game so much more fast-paced and skill-based because campers couldnt hide and you could always check which direction the nearest enemy was coming from. I wish more games would use something like this
@evictionnotice1155
@evictionnotice1155 Рік тому
Videos like this are always nice
@crackedemerald4930
@crackedemerald4930 2 роки тому
Or you could integrate the low visibility of characters as a game mechanic, by means of introducing a spotting mechanic. In phantom forces, if you press "e" any enemy in your cone of vision gets marked with a red losenge, which dissapears if no-one in your team is looking at them for a while.
@DerpyAngel09
@DerpyAngel09 2 роки тому
Battlefield has been doing this for years, hell, decades even at this point I'm sure.
@eobardthawne3333
@eobardthawne3333 2 роки тому
I could see it in a game about realism, on the other hand when you unload several entire mags into an enemy before realizing it's a plant, maybe the camo works too well
@Linck192
@Linck192 2 роки тому
I really like the concept of having being able to distinguish enemies from their surroundings be a challenge. Too bad it's a bit impractical to have a multiplayer game focused on that, as players would adjust their graphics to be the most visible possible, in detriment of the fun that comes from that challenge, and in detriment of the intended aesthetics as well
@thepenguinclub2883
@thepenguinclub2883 2 роки тому
one thing that you reminded me of is that in both Titanfall and Titanfall 2 the Pilots and Titans have several lights that make them visable from every angle, they also help differentiate teams becuase red=enemy and blue=friendly. some ai units don't have lights at all like grunts but they're so low threat that you could walk into a room full of them and half wouldn't even shoot at you. now we have Apex where I can't tell if it was -Lil Nas X- a Seer or a Mirage who I just downed at 4 meters away
@MajatekYT
@MajatekYT 2 роки тому
I just miss how Halo CE did it by having a downwards-facing green triangle to indicate teammates. Halo Infinite doesn't need outlines - it needs HUD markers to show where your allies are. That way you wouldn't have outlines getting in the way of seeing what kind of armour another player has.
@tbotalpha8133
@tbotalpha8133 2 роки тому
The more you push information out of the diegetic gamespace and into the HUD, the more you distract the player from the actual game in front of them. Players end up paying more attention to HUD elements than to all the lovely game art that you spent thousands of dollars developing.
@MajatekYT
@MajatekYT 2 роки тому
@@tbotalpha8133 Which is why downwards pointing green arrows just for allies are better than having outlines for literally everyone, because it reduces the amount of non-diegetic elements. And in order for outlines to be effective they also have to be THICC which gets in the way of the game art and player armour.
@tbotalpha8133
@tbotalpha8133 2 роки тому
@@MajatekYT I've always found arrows hanging over player's heads to be distracting as well, not to mention invisible and useless in certain lighting conditions, and often so small that they're hard to notice under pressure. When being able to tell what team a player is on is the difference between life and death, having to deal with the slightest moment of confusion or doubt is awful. Because by the time I've worked it out, I'm probably dead.
@MajatekYT
@MajatekYT 2 роки тому
@@tbotalpha8133 Well if neither method of outlines nor HUD arrows are perfect for everyone because one obscures the armour due to the outlines and the other is distracting to you then let players select which one they want. I'll always choose the HUD arrows because I'll react quicker to a spartan suddenly appearing without an arrow than a spartan appearing with an outline but is slightly differently coloured.
@soldierstride554
@soldierstride554 2 роки тому
For something so old, I'm surprised modern FPS don't follow the TF2 route. I would've thought old game designs would've been implemented and refined by newer games. I can see why the TF2 community still lives on to this day.
@kalebbeasley4963
@kalebbeasley4963 2 роки тому
Battlefield 4 did a great job of making players visible by giving character models separate lighting. It's almost a white outline that makes them stand out. On top of that, each class has a distinct silhouette. It makes the game very readable and you're even capable of playing without friendly/foe icons.
@Friendly_Neighborhood_Dozer
@Friendly_Neighborhood_Dozer Рік тому
in “Cuisine Royale” (now called CRSED: F.O.A.D.), it only uses bold and desaturated colors, while somehow still having good visibility. you can see an enemy in dark green armor running through a shadowy forest pretty clearly, as long as he’s rendered. it’s not like a “oh look, here i am”. if he isn’t moving, it’s quite hard to see (under the circumstances mentioned above). it somehow managed to have good visibility while also looking pretty realistic.
@robinrai4973
@robinrai4973 2 роки тому
TF2 is awesome as per usual (there's more than just colours with silhouettes and weapon clarity), but what I wanna know is how CSGO's visibility's still pretty darn decent despite the more "real" look
@pebble2388
@pebble2388 2 роки тому
csgos visibility is improved by making the player models darker and making the maps more bright so that there is more of a contrast
@goodtimesgivecancer1
@goodtimesgivecancer1 2 роки тому
Except in ancient. That map sucks
@pebble2388
@pebble2388 2 роки тому
@@goodtimesgivecancer1 i agree i really dislike ancient just in general
@Phantomdude
@Phantomdude 2 роки тому
csgo actually boosts the contrast of enemies far away, and adds a slight white outline to them so no, not all tactical shooters want visibility to be realistic
@Artician
@Artician Рік тому
You can additionally disable that option if you want to, so you *can* choose to make it "realistic"
@Phantomdude
@Phantomdude Рік тому
@@Artician ive looked some more into it how it works is that there's a slight barely noticeable fog in the game and players are unaffected by it causing them to have contrast than the background when they are far away from you and it makes the effect unnoticeable when enemies are close to you
@benjaminswanson4961
@benjaminswanson4961 2 роки тому
I'm so glad I wasn't the only one who had issues with this. A big reason why I no longer play Apex is because I can't see anyone on the new jungle map, and it's difficult to see people on the others, since there's so many shadows and color palettes are very similar. Love how splitgate handles this by making all enemies red, all the time, so there's no missing them if you can spot them in time.
@edjjr7512
@edjjr7512 2 роки тому
In TF2 there is also rim lighting on the characters to make them stand out more in the environment and also in darker areas. It isn't visually jarring in anyway and all it does it add a light border around the payer, so it seems like a great thing that many first person shooters would benefit from.
@ascended8174
@ascended8174 2 роки тому
While I agree with good visibility being important, there's games like Hunt Showdown where being able to blend into shadow and foliage actually is part of the experience and theme. In that game, you're no soldier, but a hunter of both the bounty target and anyone in between you. Unfortunately players undermine that part of the game by turning up their monitor brightness to see better especially in night maps
@mattmessmer
@mattmessmer 2 роки тому
What about games where camouflage actually works? I love not being seen by the other team, and I think its a legit competitive play style.
@lemmiix
@lemmiix 2 роки тому
Exactly. Imagine a big outline glow around your Arma 3 character lmao
@Ardakill31
@Ardakill31 2 роки тому
Crysis did that
@cursedcliff7562
@cursedcliff7562 Рік тому
war thunder :p
@stia_wolkov
@stia_wolkov Рік тому
RS2V Vietcong wearing ghillie suit hiding in bushes is what you're talking about, and that game is basically a PTSD simulator
@taragnor
@taragnor Рік тому
I mean I'll give ARMA a pass because it's supposed to go for that slow super-realistic style, but in most cases, having people be mostly invisible just doesn't make for fun gameplay, since it basically amounts to a huge defender advantage. The attacker who has to be moving automatically becomes way more visible, compared to a defender who can just be laying prone somewhere. The game really needs to be designed around recon for that to work, like Rainbow 6 siege for instance, where attackers get drones, means to breach walls, etc. Otherwise it just turns into some guy hiding in some random bush with a huge advantage against you. Yeah it's a realistic simulation, but it's not particularly fun or competitive either. It just comes off as being cheap.
@WhatIsSanity
@WhatIsSanity 2 роки тому
Really all depends on the intended game experience. Something I loved about Modern Warfare 2 was how effective ghillie suits were in grass, standing up your silhouette was a clearly defined target and prone you were indistinguishable from the ground. In early days of GR Wildlands multiplayer stealth and positioning was most important, like true infantry being at the right place at the right time was always key to victory. The anticipation of confrontation, your opponent possibly within arms reach but you can't hear or see them yet, when stalking through the greenery was more thrilling than even the fastest paced of shooters. Every second that passes, every movement your character makes and every shot fired was meaningful and the difference between survival or death. Something not mentioned as well is shading and lighting taking a backseat in game development and marketing to resolution. I've noticed so many current games, shooters especially have garbage lighting and shading which makes as much of an impact on visibility as colour tone and temperature. These games always have amazing visibility in the trailers regardless of what the characters are wearing because the lighting is so good due to it getting extra attention, then it releases looking monotone, poorly contrasted and washed out. "Ugh but it's in UHD! and yet games made before 4K was even a thing look so much nicer.
@zetaraptor286
@zetaraptor286 Рік тому
I love this comment simply because you’ve hit the nail on the head for game developement. One of the major impacts of trailers and cinematic demos for games is that resolution, lighting, and texture sizes have been the biggest draw on game graphics and actual graphic fidelity such as anti-aliasing and various realistic or advanced lighting techniques have been thrown by the wayside. We used to be able to have completely smooth images with amazing graphics but low polycount in games and gamedevelopers couldn’t have that. It’s only recently that PCs have gotten powerful enough that amazing texture resolution can exist with that graphic fidelity (course it requires a 3080 to run)
@WhatIsSanity
@WhatIsSanity Рік тому
@@zetaraptor286 I appreciate the appreciation. I wrote this comment in a rare moment when my brain fog had cleared. Brain fog is back can barely think. 💀 I do remember from reading your comment that older games generally were a lot smoother running than current games. I don't really play new releases and current live service titles anymore. They lack in everything I want and expect, but also what they claim to deliver as well. I miss getting what I paid for, seems games these days are speculative investments.
@unculturedmister9454
@unculturedmister9454 2 роки тому
i was genuinely having a discussion about this exact topic with my friends like a month ago before seeing this video
@AlexEatDonut
@AlexEatDonut 2 роки тому
Something i've always beleived is that readability is one of the pillars of a game's competitiveness. Something that people ofter forget with competitive games is that people.... watch. Being able to follow along a game is key. There is a reason people who watch comp Overwatch can quickly get bored, and it's because you can't distinguish anything if you are not already acquainted with the game, the mechanics the abilities... Basically : readability is for both the player and watcher.
@garbaj
@garbaj 2 роки тому
agreed 100% I avoided playing Overwatch for almost 3 years because there was so much happening on the screen. Visibility is key
@abbc5156
@abbc5156 2 роки тому
in dota1 one of the characters (PA) had an ability to passively make her opacity lower. When valve introduced her into dota2, they reworked that ability and made all characters and mobs easily spottable and distinguishable from each other. Dota is not a shooter but that shows how much valve care about such things.
@ozzy2here210
@ozzy2here210 2 роки тому
I love Apex. It’s my favorite game but I have had my moments where I’ve wished I could see players better. I know that’s one of the reasons scanning legends exist and I’m not asking for overwatch level visual pop but I think a small adjustment would be a good quality of life change. I don’t think the game is really what I would consider bound by realism like warzone or pubg so I don’t think it would be a big deal if players were slightly more distinguishable.
@noway2831
@noway2831 2 роки тому
CSGO added a "boost player contrast" option when they added custom models to the game after criticism about visibility. It sharpens the edges around player models in a pretty organic way. I wish we could configure colour settings differently for enemies - I forget whether it's a compute shader or a different kind of shader which makes per-pixel adjustments, but I think being able to make enemies a solid red colour like in splitgate wouldn't be a bad accessibility option
@mdm5216
@mdm5216 2 роки тому
This is exactly why I did a reskin on HL2. I changed all the combine to a base white. It makes them easier to see.
@andresinchausti3841
@andresinchausti3841 Рік тому
and this is exactly what i miss about competing on consoles IN THE SAME TV, IN THE SAME HOUSE there are a myriad of SUBTLE AND BUGGISH settings like this to gain an advantage, in and out of the game both from the video settings within the game itself (war thunder is a good example)//how to edit cfg.txt and other files in the root folder//how to change graphics settings in driver or windows panel..//as well as calibrate monitor like here.. .// buy dedicated +360fps hardware...//response times of the mouse (ms), the monitor (ms) and so on..., and countless other nifty things that keep popping up over time. I've mostly left competitive gaming for the past few years to this kind of mischief. Companies should look for ways to eradicate this pest, by locking graphic settings on the server side, (even adapting to specific hardware such as different monitors to have identical results in our homes), without the possibility of changing them... The competitions have become quite corrupted, it has become a matter of accumulating almost negligible advantages to generate an enormous effect. One has to invest enormous amounts of time just to keep up with this nonsense. It is no longer about the simple individual ability, but a lot of things more unrelated to the competition itself... it has been distorted. It's what I miss from the time of the consoles on the same TV with local friends..., something closed, quite fair, but above all SIMPLE, it's the closest thing to the Olympics or any sport in real life but virtually, something genuinely enjoyable, I understand that asking for that level of competitive quality but online may be too much to ask for... but dreaming doesn't cost anything :)
@burgeryoufoundbehindthegrill
@burgeryoufoundbehindthegrill 2 роки тому
I love the lack of visibility in games like Warzone, because I like to be stealthy
@CamoflaugeDinosaue
@CamoflaugeDinosaue 2 роки тому
Yeah warzone is a bit of an outlier from close range and faster paced FPS games
@cupofjoen
@cupofjoen 2 роки тому
I like how activision don't want to hear their sweaties for doing a downgrade. Unlike siege who sacrificed casuals for sweaties.
@FirefoxyLeGibus
@FirefoxyLeGibus 2 роки тому
The mario colors stuff i'm sure is from the arcade/nes game where dev had few colors to work with so they had to reuse colors And they did it really cleverly
@hegotleggy
@hegotleggy 2 роки тому
This is also an accessibility thing. I have issues tracking objects, and it is the difference between a game I can enjoy and an unplayable nightmare to have visible enemies. It's much easier to find a red or blue smear that I've lost than to separate beige from beige. The point of the game is strategy and skill, not a test of how good my eyes can track.
@HappyBeezerStudios
@HappyBeezerStudios Рік тому
Not a color thing, but I have issues with bad AA. When stuff flickers like crazy.
@wojtekpolska1013
@wojtekpolska1013 2 роки тому
i think a lot of games get more from the ability to sneak in a shadow and hide from enemies. Even in CS:GO you can see that from pro-players every so often - they hide in a corner and dont immiedetely kill an enemy, but let more of them reveal themselves to get multiple kills at once, instead of alerting everyone after the 1st kill. some games put a lot of emphasis on staying hidden, so the game screaming "HEY there is an enemy here!" with specific color palletes would not be great. tho i agree, quick-paced shooters like TF2 definitely benefit from this kind of artstyle, since they have other means of staying hidden (i.e. the Spy's cloack and disguise kit)
@MedicMainDave
@MedicMainDave 2 роки тому
Good thing tf2 isn't trying to be competitive, tho it is quite a good fps i approve
@lt3880
@lt3880 2 роки тому
what do you mean there was and still is a competitive scene for tf2, many early overwatch pro players started in tf2
@MedicMainDave
@MedicMainDave 2 роки тому
@@lt3880 yeah but as many have said already, tf2 is just in this middle ground of casuel/competitive, other games have causal as a mode for training to play comp. tf2 has casual just as playing tf2 and having fun
@lamptowel
@lamptowel 2 роки тому
​@@MedicMainDave thats a valve problem, tf2 is an incredibly deep game that if it had support the competitive scene could be great. its a shame the devs squander its potential not only to be an amazing casual shooter but an amazing competitive game
@baronzad2056
@baronzad2056 2 роки тому
@@lamptowel hey, we got snakes. who knows what else the single tf2 developer/janitor can cook up?
@thomaszero9449
@thomaszero9449 2 роки тому
A game I'm working on definitely shares this concept. I however, did not think of grayscaling everything to compare the difference then as well. I will definitely have to do that going forward.
@DashFlashTheLife
@DashFlashTheLife 2 роки тому
I thought “tf2 has really good player visibility” then Garbaj said, “let’s talk about tf2” and I ACTUALLY lept up in the air. You earned a sub
@MansSunnerstam
@MansSunnerstam 2 роки тому
3:37 The french in world war 1 be like.
@TheEroticDonkey
@TheEroticDonkey 2 роки тому
"I don't like the stylistic choice of this game, therefore this game is NOT competitive"
@AvocadoInLaw
@AvocadoInLaw Рік тому
I've been talking about this for months now, really happy to se im not the only one who thinks this way and like you said, muted more realistic colors work better for tactical, more slow fps, something like tarkov for example but that doesnt mean we cant have a realistic looking game with good visibility (specially is is something arcady like cod)
@TheGodlike300
@TheGodlike300 2 роки тому
Really good video! I think since you showed csgo, you could have also contrasted the normal matchmaking gameplay with gameplay from the danger zone mode: Here, the players wear bright orange costumes. It makes sense for visibility but also in the “lore” of that mode - that the danger zone is some kind of experiment and the players are the lab rats in their prisoner suits. I think this is really smart. The well known csgo maps for matchmaking are already fine tuned for visibility but in a battle royale mode with a big map like in danger zone, too many angles and to much verticality exists, so this is a really smart solution.
@thecloud7587
@thecloud7587 2 роки тому
As someone with not great eyesight even when wearing glasses I much prefer games with easily distinguishable enemies rather than games where I have to squint at my monitor and still miss the enemies walking right under my nose
@nightblade178
@nightblade178 2 роки тому
Pretty much every try hard has custom post processing filters to make it easier to see enemies
@TheReal4th
@TheReal4th Рік тому
Thumbnail: "this needs to stop" Title: "trick that fps games need to use"
@GingerNingerGames
@GingerNingerGames Рік тому
My under standing is bungie era halo's did it with armor lights. That's why there's lights on the thigh, chest and forearm plates in halo 3 at least, so characters always standout, even when in shadow, but you can still hide if you're good enough.
@v4lhulme
@v4lhulme 2 роки тому
Slow down your movement, see the player first and hit your shots. That's how you win in games where the colors are muted. Using your surroundings is part of the game and I feel like a large amount of people don't think about it and complain about dying all the time. Adapt and overcome.
@ivanmunoz9055
@ivanmunoz9055 Рік тому
Tweak the visual settings to improve visibility. Adapt and overcome.
@toprem4037
@toprem4037 2 роки тому
2:52 - *red* traffic cones? What?
@PlayerUnaligned
@PlayerUnaligned 2 роки тому
Someone might have already mentioned this, but an easy way to also increase visibility in FPS games is rim lighting (take Rainbow Six Siege, for example, which recently added rim lighting to characters to increase visibility).
@keskeyy
@keskeyy Рік тому
I've found I can notice movement incredibly quickly, regardless of how much camo or how poor the visibility is You should pick up a rhythm game, they're incredible for reflexes and helped my aim out a lot
@T1Oracle
@T1Oracle 2 роки тому
This guy: Neon the characters! Stealth FPS games: Are we a joke to you?
@badnewsbruner
@badnewsbruner 2 роки тому
I think that in a tournament setting, especially when money is on the line everyone's monitor should have to be calibrated by a calibration tool. In my opinion, if you're using reshade, Nvidia digital vibrance, cranking your gamma etc. you're cheating. I don't think that tournament holders should provide their own panels, because a variation in screen size response time and refresh rate could cause someone to feel 'off'. However, they should put a calibrator on all of them. I can't believe this isn't already a thing.
@R3_Live
@R3_Live 2 роки тому
The problem with that is it introduces a restriction on players with visual disabilities such as color blindness. If there was a stipulation in the rules saying only one visual mode could be used, then you'd effectively be barring players with color blindness from your tournament. Now, what you could do in that particular case is have players run an eye test and if they meet the criteria to use certain color modes, then they should. But no other player who fails to meet those requirements should be permitted to.
@badnewsbruner
@badnewsbruner 2 роки тому
​@@R3_Live I don't think anyone would have an issue with somebody using a filter that made the game appear colour correct for a colour blind person. I'm talking about someone blowing out their gamma so there is effectively zero contrast and they can see every corner, darkened area etc.
@DesolateLavender
@DesolateLavender Рік тому
When you started talking about enemy visibility, I knew you'd bring up TF2. It's just so good at visual clarity.
@hamsmith852
@hamsmith852 2 роки тому
The art director for valorant, Moby Francke, was also the art director for tf2 and used the same techniques
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