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GameDev Post #7295 · source on Telegram

Power Rangers Combine Worst Gaming Post-Processing Effects Into Megazord

Description

A meme using the Power Rangers Megazord formation template. Five individual Power Rangers are shown at the top: Red Ranger labeled 'Vignette', Blue Ranger labeled 'Motion Blur', Black Ranger labeled 'Lens Flare', Yellow Ranger labeled 'Film Grain', and Pink Ranger labeled 'Chromatic Aberration'. When they combine (the Megazord explosion scene at the bottom), the result is labeled 'THE WORST GAMING EXPERIENCE POSSIBLE'. The meme satirizes how games stack multiple post-processing effects that individually are annoying but combined create an unplayable visual nightmare

Comments

19
Anonymous ★ Top Pick Game devs spent 6 months implementing cinematic post-processing effects, and the first thing every gamer does is spend 6 minutes turning them all off. fps > aesthetics, always
  1. Anonymous ★ Top Pick

    Game devs spent 6 months implementing cinematic post-processing effects, and the first thing every gamer does is spend 6 minutes turning them all off. fps > aesthetics, always

  2. Anonymous

    This is what happens when the graphics programmer's feature branch gets a 'LGTM' from the marketing department without a single engineer reviewing it

  3. Anonymous

    Nothing says ‘AAA polish’ like turning the post-process stack into a Denial-of-Service attack on your own GPU

  4. Anonymous

    The real boss fight isn't the final enemy - it's trying to maintain 60 FPS while the art director discovers the post-processing effects panel and decides your game needs 'cinematic realism' achieved through simulating every optical defect known to photography since 1850

  5. Anonymous

    When the graphics engineer enables every post-processing effect in the pipeline 'just to see what happens' and discovers why we have quality presets

  6. Anonymous

    Post-processing stack maxed out: turning 60 FPS Rangers into a GPU-melting artifact parade

  7. Anonymous

    The AAA “Cinematic” preset is five extra screen‑space passes after TAA, a 30 ms frame‑time tax, and a hidden .ini flag called bEnableVisualObfuscation=true

  8. @SomeWhereIBelong 10mo

    unpopular opinion but add depth of field too. idk why people like that shit

    1. @apBUS_amp_K 10mo

      50/50, I sometimes like it in cutscenes/directed portions, but in open-world and multiplayer titles it is either meaningless or bad

  9. @mem0z 10mo

    some sdr luts are debatable too

  10. @RAIstah 10mo

    Bf3?

  11. Бутєр (бургiир) бродб 10mo

    The (un)holy Unreal Engine united for this

  12. @Vlasoov 10mo

    Battlefield 1, 3, 4, 5, 6, 2042?

  13. @keeborgue 10mo

    Default unity project in a nutshell, except they also go for color grading

  14. @mrYakov 10mo

    Return old style forward rendering with MSAA, honestly, modern solutions is absolutely shit compared to MSAA

  15. @chupasaurus 10mo

    There is a motion blur that doesn't suck, called high FPS on high refresh rate display

  16. @Glebasya777 10mo

    Insomniac's Spider-Man games be like:

  17. @summitbc 10mo

    Unpopular opinion but I like motion blur for racing/driving games. Sense of speed is really lacking without it

  18. @pztrn 9mo

    I like motion blur everywhere But on lowest possible level Interested to see an unicum (probably a mutant) who loves medium or high levels 🙂

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