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Ahh yes, the photorealistic vs what the human eye can see argument. In theory I agree with you. A game should seek to duplicate what the human eye can see as closely as possible. But the problem with this is that we have no displays that can duplicate what our eyes can see. This is a problem that cinema had to deal with early on. And its still a problem today - be it plasma, lcd, and old CRT or even a 4k projector, you can never display the dynamic range, depth of color, resolution (iffy) or framerate, let alone all the other little things that would match the human eye. Because of this, I think games should try to emulate films as closely as possibly. Not just because the above problems have been something that film has worked out over 100+ years, but also because our expectations of what reality on a 2d screen looks like are based on film. This is why having things like chromatic abrasion, bloom and film grain can go a long way to making a digital image look "real" on the screens we see them on. But as an aside the things I just listed are often over done to a significant degree in games... but that is a whole other discussion I can get into.
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