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2 days agoBut… Why though? As a dev, why would I go through the ideation process only to have it filtered through TWO GPUs? For what benefit? This type of filtering is completely out of my control as a developer, and I wouldn’t want my game to be attached to third party parasite companies and basically split my player base into two classes.

But, again, why? All this is applied post production, so there’s no control from the artist’s perspective on what the player sees on their end. I’d much rather a static pipeline where I’m in control of the look and feel, while also providing the player with options for accessibility like gamma adjustment.
We already have all that. This ‘feature’ literally adds nothing of value to our pipeline because it is all applied after the product is shipped and on the player’s computer.
Further, because it’s a filter, it obfuscates what’s actually happening underneath. Why learn to predict what the filter will do when you can just not work with it and create scenes exactly how you want it?
This whole thing is providing a solution to a problem that doesn’t exist simply to recoup their investments. It’s a complete waste of energy, materials, processing power etc. Absolutely unnecessary.