Comment by inigyou

7 hours ago

I think you have to exaggerate certain things to get them over certain mediums.

The lens flare isn't telling you the sun literally makes polygonal shapes. It's telling you the sun is fucking bright and it's dazzling you, and it's doing that by reference to something we've seen in films shot with cameras.

You can achieve it other ways. HL2 Lost Coast - Valve's HDR tech demo - conveys the same basic fact by delaying the tonemap change. As you walk from the dark area to the bright area, the tonemap stays set for the dark area so your whole screen is washed out in white, until it gradually shifts to normal over about half a second. This is also how your pupils work, of course.

> Lost Coast [...] This is also how your pupils work, of course.

As a purely temporal change it was neat, but I recall being distinctly annoyed with Lost Coast over how that effect made things worse (less realistic) for scene elements not under the crosshair / gun / avatar's-nose. We naturally expect contrast (and focus, see DoF rant) to improve when we direct our auto-adjusting eyeballs towards the area. In other words, realism of moving between light-environments came at the expense of realism in glancing around the room.

The straightforward fix would be gaze-tracking hardware... but now that I think about it (and with 20 years of tech improvements) I can imagine a much more mad-science approach: Track a simulated visual memory for the avatar!

Imagine a game that tracked recent virtual saccades to build up a cache of data like gaussian splats. So if that player has already seen the black notebook on the black desk in the dark room, it shows up more easily even if they walk in and out of the bright outdoors.

Lens flare effects have gotten decidedly more camera-like in recent years as other cinematic postprocessing effects have become common. You’ll see lens distortion and chromatic aberration along with aperture-shaped lens flares in many titles nowadays.