Wow, it has really been a very
long time since I worked on this project! I finally graduated recently, so now I finally have the time to work on this game again. Actually, I am aiming to have a nice version to send in for IGF (deadline end of October), but we'll see how far I get.
Anyway, since depth of field (DoF) blur is incredibly important for the gameplay of this game (it helps seeing distance), I want a more prominent role for it. So I increased the strength, but then I noticed that the DoF does not look good enough for that. So I have been experimenting with that:
Increasing the strength of the blur, new result to the right does not look smooth enough:
The main goal is not to get the ugly bleeding that most modern games have when they do DoF: sharp edges bleed over a blurry background, like here (notice the glow around the sharp objects at the bottom right corner of the image):
I tried getting a smoother image using noise in the DoF sampling. That is how most modern games solve anything that they cannot sample enough. But I think the noise interferes with the geometric style I want for the game, and it costs 20% performance with how I implemented it:
My latest results is that I found a number of bugs that made the sharp image too strong over the blur. Fixing these bugs results in this blur, which is already a lot smoother than the version before:
I am still experimenting with how to get this to look smoother, but I think this might be good enough for now. Especially since I am also going to implement motion blur, so when moving fast these two blurs together will, well, blur
the image enough already, I hope.
Motion blur to come next week, if I am lucky!