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Destiny 2

Hablemos de Destiny 2.
10/14/2021 4:18:06 PM
2

Options to Disable Fog, Reflections, and Bloom

Title. The listed effects are done very poorly in this game, and make it look worse than it would without them. Reflections reflect things that aren’t even there, like a puddle deep in a cave reflecting the sky, or a gun glowing when there are no lights around. Fog is just a global wall of mist. It doesn’t matter where on the map you are. You always get the same surface fog wall around you. Bloom makes light sources emit a glowing mist. Even if there’s nothing around for the light to light up, like if there’s somehow no fog in that location, it still has that aura. This is especially noticeable on Fallen torches in dark locations. Destiny 1 had little to no reflections, and the fog was built into the map instead of the player’s view, and that gave it its style. This gritty character. That combined with the dramatic lighting of the Cosmodrome and other bright locations gave it a certain charm that is lacking in many video games nowadays, which make everything flashy (in a lighting kinda way) and dull (in a color and design way). If Bungie would add an option to disable these effects, or whitelist a thing like ReShade with the ability to do so, that would be incredible. It would really turn around the way the game looks. It may also reduce lag, so that’s cool. Uhh yeah, rant over.

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  • I don’t know which console you’re on, but I am on XBox and by disabling HDR 10 in the console video settings I was able to clear up many of visibility issues. I wish Bungie would put an HDR toggle in game...

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  • Methinks this is really just so people can see enemies clearer than other people. Regardless of 'your' reasons Bungie is historically not in the habit of enabling 'features' that would give a person, or group of people, an in game advantage that others, even though it's [u]available[/u] to them, would not have enabled. If they're inclined to make any changes like this it would be a global change at the game engine level.

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