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Does anyone else prefer visual clarity over visual detail? (POLL)

Do you prefer clarity or detail when it comes to visual presentation?

  • Clarity

  • Detail


Results are only viewable after voting.

TGO

Hype Train conductor. Works harder than it steams.
Detail at a good charity.
Games haven't even touched what can be captured in a single 720p frame.
We are pushing higher Resolution & framerates but we have yet to fill the pixels that came before.
 

Yerd

Member
I think maybe you don't even understand your own question. Because I don't either.

Visual clarity (absent the detail) to me is the difference of a ps2 era 3d game given 4k resolution. It's a much sharper, clearer image, but it still looks like shit imo.

Visual detail I can't really define. It could be clutter, like trash on the streets in gta games, or it could be higher resolution images. Which then is kind of the same as clarity.

I haven't read the whole thread, but I think might mean a busy screen vs a clear screen.
 
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PSYGN

Member
Multiplayer fps I like clarity over detail. But worse than either is when parts of the map are so dark that you can't see the enemy in it.
 
Doom belongs to visual clarity section.

If you have played Doom Eternal, environments are sparse and you can see enemies clearly. That trailer is a super cut and you are not seeing uninterrupted gameplay.

A better example of visual detail would be Horizon Forbidden West, a lot of grass and foliage and your targets roam between them.
 

XXL

Member
A better example of visual detail would be Horizon Forbidden West, a lot of grass and foliage and your targets roam between them.
Excuse Me Wow GIF by Mashable

Horizon Forbidden West on PS5 Pro easily has the best image quality (clarity) of any game on any console. It's not even fucking close.
 
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Excuse Me Wow GIF by Mashable

Horizon Forbidden West on PS5 Pro easily has the best image quality (clarity) of any game on any console. It's not even fucking close.
He is not talking about IQ.

Something like a metal surface has visual clarity, compared to a jungle with vegetation, if enemies are present on both surfaces.
 

hyperbertha

Member
Impossible. Cs 1.6 will always have more clarity than cs 2. More details, more distractions, less clarity.

To answer op's question, depends on the game. For doom, I prefer the gritty realistic look. But for an online fps, I much prefer valorant's slick simple look to something like cod.
 

panda-zebra

Member
Busy, unnecessary graphics that get in the way of the game experience piss me off no end. Recent example being a few maps/biomes in the recent Path of Exile II beta that are disgustingly cluttered and unreadable in play- it becomes impossible to navigate properly without referring to the mini-map in the top corner of the screen. They've done a bit to tone them down in a recent patch, but not nearly enough for my liking. I'd prefer to be able to just neuter the game's "fluff" completely with a neon overlay showing where I can and cannot venture (especially because performance is often utter dogshit and rendering this shite is only adding to the load).
 

BlackTron

Member
Yeah this is a major difference between modern and retro games. When you realize many games are designed so your ability to see doesn't even matter that much, you're just playing an "experience", it's even worse.

This is something I liked about both Overwatch and Halo Infinite, very strong "gamey" visual clarity using colors, silhouettes and effects.

Some newer retro style 2D games fail at this pretty hard. Paying close attention is necessary to tell the difference between interactive elements (like platforms, enemies) and the scenery/excessive details. This may look very pretty, but I consider it poor game design.
 

DeepEnigma

Gold Member
Impossible. Cs 1.6 will always have more clarity than cs 2. More details, more distractions, less clarity.

To answer op's question, depends on the game. For doom, I prefer the gritty realistic look. But for an online fps, I much prefer valorant's slick simple look to something like cod.
Games like Doom do both without issue.

Same with Helldivers 2, etc..
 

Gandih42

Member
From a gameplay perspective I'd go with Clarity as a rule of thumb. Unless you're doing something really specific and experimental, some level of Clarity is required to make the game experience legible and playable and cannot be sacrificed too much. Though as you mention, Detail can contribute quite a lot to the experience of playing a game, if it not in too much tension with the gameplay itself. I'd say Demon's Souls, The Last of Us, Space Marine 2 are all examples of fairly different games where the atmosphere and immersion is greatly enhanced by the visual detail (Space Marine 2 may be the odd on out in a group, but I find that the visuals serve to make the somewhat simple combat much less repetitive).

Interpreted from a stylistic point of view, one is not better than the other. It of course becomes highly subjective, but I'd say both a sparse style prioritising Clarity and a high-fidelity style prioritising Detail can excel when used correctly. Though when talking about art and style in games, I think a lot of it also comes down to creating a sense of cohesion - disparate assets with no unified vision will look bad, regardless of the level of detail (i.e. Unreal-engine-tech-demo-hire-this-man kind of stuff).
 
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SmokedMeat

Gamer™
I don't think resolution is really what we're discussing here. It's the ability for the eye to read the environment quickly and with relative ease. Obviously both types benefit from good resolution and frame rates.

That’s done in detailed environments.

The need to read the environment quickly is more beneficial for fast paced online shooters - which seems to be what you gravitate to.

That’s not needed for slower paced single player focused games.
 

Three

Member
I think this thread is a little confusing in its premise. At first I thought you were asking if people prefer higher res vs higher detail settings but what you're asking is do you prefer cartoony bright artstyle where it's easier to see shapes vs realistic dark themes. If you want gameplay clarity you can have both a darker more realistic artstyle with bright colourful indicators to aid gameplay clarity. Most games that are dark or realistic make gameplay objectives clear. Your detail example of Returnal has colourful bright bullets to aid in actual gameplay spotting incoming fire. A studio that is known for this is Guerrilla games, Killzone the enemies have bright orange eyes to make enemies easier to spot, Horizon has the Focus UI and colourful paints for interactive objects or points of interest.
 

DavidGzz

Gold Member
So, going by the OP, looks like it's cartoony vs realistic. I choose the latter.
 
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Killjoy-NL

Member
I think I understand the OP.

Overall I prefer clarity. Some games have a certain visual clutter like Returnal, Warhammer Space Marine 2 and that Clair Expedition 33 footage. It's off-putting, imo.

In that regard, a game like Horizon or Ratchet and Clank have much more clarity and thus are more pleasing to my eyes.

No idea who posted that thread, but the visual clutter does seem more prevalent in UE-games.
 

Trilobit

Absolutely Cozy
My old eyes don't really see detail in motion, so I prefer clarity.

I asked ChatGPT what animal would say something like that and I got the following answer:

xxCC0jo.png


My reaction:

white-owl-shocking-meme-face-thailand-75723899.jpg

"That sounds like something an owl might say"
 
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GymWolf

Member
I feel like people who lament about too much details or cluttering would definitely find a seat in that famous communist convention where people wispering was enough to make some people brain to overload...





How do you people work in real life situations where something is too cluttered with stuff and details?
 
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Skitso

Member
Both, but clarity and performance must always come first. What good is detail if everything is blurry, stuttery mess?
 
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delishcaek

Member
Depends on game type. Single player? Give me all the details, fill up the screen with tons of objects, make the ground have all that juicy nanite detail even if it means I don't see something at first glance. This is just realistic (hence immersive) as you don't see shit in the real world either when you look at a jungle, bushes or a completely war torn city.

Multiplayer? I need that Counter-Strike simplicity. There is nothing that I hate more than people camping in map clutter.
 

Unknown?

Member
Ok. Typically when we talk about clarity it is terms of resolution, but I think I follow what you are talking about with the examples provided. Still think I'm on team clarity, for the most part.
Resolution doesn't need to be high for clarity. Dreamcast was the most crisp an clean display but 480.

Unless, I'm also missing the point. Lol
 

Topher

Identifies as young
Resolution doesn't need to be high for clarity. Dreamcast was the most crisp an clean display but 480.

Unless, I'm also missing the point. Lol

Higher pixels per inch means higher clarity though. Clarity is the word DF uses all the time in describing higher resolution.

Dick Wolf Fbi GIF by CBS


sorry....pun intended. :messenger_beaming:
 

Killjoy-NL

Member
I feel like people who lament about too much details or cluttering would definitely find a seat in that famous communist convention where people wispering was enough to make some people brain to overload...





How do you people work in real life situations where something is too cluttered with stuff and details?

How fun do you think it is looking for a clit hidden in a massive bush?
 

cireza

Member
Understanding what I am looking at is more important than it being supposedly BUTIFUL.

which is why I hate UE5
Make it too easy to add a ton of stupid effects, and you get UE5 games. No art/visual direction from the devs. They simply check every effect they can.
This is SNES transparency + mode 7 all over again.
 
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Fafalada

Fafracer forever
how can you have visual detail without visual clarity?
That's basically what the real world is - it's detailed, and VERY noisy - so clarity suffers.
It's the main reason why self-driving cars are taking so long, among other things.

See above - especially pursuing photorealism, high detailed images will be noisy, and not at all clear.
Though as someone else pointed out - it's not 'just' a realism problem - visual design language matters too.
One of the biggest failures of TLG for me has been how much less readable it is than previous games from TeamICO - and it's not because detail is that much different/higher (especially compared to SOTC Remake). It's just they chose visual language that combined with certain mechanics becomes an exercise in guess work instead of reading the environment.

At any rate - the genre that suffers the most if clarity is poor are platformers (and other games involving a lot of complex traversal).
 
If I'm understanding this properly- I want clarity. Give me a razor sharp image. No blur, no excessive AA. No CLUTTER.

My multiplayer doesn't need trash/seagulls/dust/flowers/snow that sorta floats.

From a psychological standpoint- we can only internalize so much data. (7 points?). Compare modern Black Ops to say Modern Warfare. Can you spot the enemy as quickly? Can you run into an open space and see everything important quickly?

I think a lot of time, resources, energy, manpower are spent making things look pretty- but lately I find myself going back to more classic games. Things where I can play quick, internalize everything. I don't have to worry about thinking a bad guy is a pile of trash or a leaf before getting one shotted in Quake.
 
Am I just getting old or does anyone else generally prefer visual clarity over high detail in their games? The only time I make an exception for the latter is when the gameplay pace is slow (Resident Evil, Splinter Cell). Does NeoGAF prefer clarity or detail? I genuinely think Doom The Dark Ages would be a better game if it was more readable.

TEAM VISUAL CLARITY:





TEAM VISUAL DETAIL:


Yea I run all my games at ultra low settings at 4k native resolution. Imagine there's shrubs all around you, turn settings to ultra low and and those shrubs are gone allowing you to see what was beyond them.
 
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