Like I said, nice source.
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For someone previously saying "Urggh, this community" you sure have a nice way of 'communicating'...
But let's do it your way.
It wasn't particularly difficult to find any of this, but I've already said there's no solid date yet, only that it's slated to be released along-side the PS4 which was previously announced (In a Live Letter) sometime around February.
Most of it was mentioned around the live-letters produced around the time the E3 trailer revealed that the game was being ported to the PlayStation 4, the rest was information in various interviews.
[Video Inside Article]
http://www.finalfantasy.net/xiv/yosh...y-xiv-ps4vita/
http://www.dualshockers.com/2013/06/...nced-and-more/Quote:
For players currently playing on the PlayStation 3, the upgrade to PlayStation 4 is drastic. Not only will the game feature better graphics all around on nex-generation hardware, but it will be able to render up to 200 players in your vicinity. With the large amount of memory that the PlayStation 4 provides, as well as the character data that is passed from server to player, this is possible. The special touchpad on the DualShock 4 will allow players a point-and-click feature. Using the PlayStation 4′s video sharing capabilities, you’ll be able to quickly share videos of important moments such as your favorite cutscenes your your narrow victories.
If you own a PlayStation Vita, you’re in luck, as Yoshida confirms that Remote Play will be possible between PlayStation 4 and the handheld, allowing you to take the MMO off the HD screen and into your hands. Eorzea Libra, a companion app scheduled to roll out very soon for iOS (and within a month on Android) will also be available for PlayStation Vita users.
In closing, Yoshida described that his favorite parts of the PlayStation 4 were its large pool of memory (which allows more breathing room when creating high quality assets) and the Remote Play connectivity with PlayStation Vita.
Final Fantasy XIV: A Realm Reborn will be available on PlayStation 4 next year, presumably after DirectX 11′s release. The game is now currently available on PlayStation 3 and Windows PC.
http://www.gameskinny.com/7gecj/ffxi...rt-3-lets-talkQuote:
The team is going to work on the DirectX 11 client for PC together with with the PS4 version, so it will be released in early 2014 as well.
http://www.novacrystallis.com/2013/0...naoki-yoshida/Quote:
Besides, according to director/producer Naoki Yoshida, DX11 is coming within a year (not to mention the PS4 release). I think I can tough out the wait!
http://www.warcry.com/news/view/1248...cer-Live-at-E3Quote:
Nova Crystallis: You mentioned before that the next milestone after launch is the implementation of DirectX 11 support. How is this going to work with the standard client?
Yoshida: First of all for DirectX 11, we’ll probably ask the players to download a separate client as it’s a totally different technology.
http://www.dualshockers.com/2013/09/...t-pc-settings/Quote:
Yoshida mentioned that the announcement was brand new and that they were still working on the details but that players could expect a DirectX 11 and PS4 port to be released pretty close together and as soon as a year or so from now.
As for finding the specific live-letter(s) where actual time-frames were mentioned, you can take a long walk off a short-cliff. That's for you to find seeing as you're the one seeking for information on the actual release of the update. But the information is there, the rough time-frame has been given, and all you can do is sit with your thumb up your arse while you wait for more information.Quote:
That said, he clarified that a DirectX 11 version of the PC client is currently in development, and while the PS4 version will use some of the new DirectX 11 features, it won’t use them all.
Once again, cool headed logic prevails.
Logic? Cool headed logic? In a MMO forum? You must certainly be mistaken. That is a physical impossibilty that goes against the very laws of nature. It just cannot be... o_O!
Joking aside, ARR is starting to bore me. Say what you will about 1.x, but it certainly *tried* to do some things a bit different. (Wether or not that was successful is another thing entirely.) ARR in contrast is just your run-of-the-mill themepark formula with a FF paintjob. And on top, it still lacks some QoL things that should have been in by now, seeing as it is a remake, not an entirely new game.
Personally, I payed for a 6 month sub, so I will have some time to make up my mind. Let's see where SE takes this. Though I'll be honest and say I have lowered my expectations considerably by now.
Even WoW has a DX11 client available, and that game has graphics comparable to a coloring book.
https://encrypted-tbn2.gstatic.com/i..._CMK61LSFHdvFj
You know, this guy is never going to come back into this thread, and the rapture will actually happen before he says 'thank you.'
And that is really sad, because you provided all the information that was asked for.
So,I'll do it. Thank you! Thank you for the excellent information that you found. :)
I see that Misterrpg is online right now. I'm wondering if you've had a chance to review the sources that Shioban listed for you?
:D
what does he mean about "enough memory" considering I have 6TB of hard drive space, 32GB of ram, and 4 gpus with 6gb of VRAM. I get that this isn't the typical pc but.. whats wrong with making some of this stuff toggle'able?
and srsly.. dx11 ftw cause SLI on dx9 is borked so mmmmmbad.
(oh cute text limit so I have to either not quote someone or edit their quote in order to post)
Sorry software design isn't my strong suit. Explain to me why the ps3 would have anything to do w/ the PC version? In terms of graphic capability of course. They obviously made it possible to run the pc version at a much higher resolution, and to toggle and customize all these effects etc... so why not better textures for the pc version? The PS3 version not being able to run them shouldn't be our problem nor effect us.
If I didn't plan on the ps4 version I would have boughten a ps3 version and im not a moron, I would expect it to not look as good but I understand common sense is a very rare commodity among the internet population. Anyhow, question is legitimate and still stands.
Pro tip Square, enough w/ the 1000 character limit. WE cant even quote ppl ffs
One of few the problems I have with the visuals of ARR (in a design sense) is the random bits of color vibrancy.
They just don't seem to fit most of the more naturalistic gear.
WoW also has hi-resolution textures, which we don't get for a lot of things in this game, and if previous dev posts are to be believed, SE has no plans in improving it - so frustrating. Apparently SE is incapable of constructing their graphics options to allow for a hi-rez toggle.
there is no cant when you program there just taking shortcuts & ps3 has limits, there not using rpg maker.
graphics were smooth in 1.0 in 2.0 there gritty. they can use all the animations from 1.0 on the pc but took a shortcut for the PS3.
zones could still be massive if they made it streaming but they went for the tiny little zone that has to sit in memory the whole time.
The animations in 1.0 were physics assisted. They were dynamic and took alot more to maintain. That's the reason they're worse off now than before. It most certainly is not as simple as interrupting them. 2.0 went with 1) Memory consumption and 2) consistency in mind, especially for the PS3 version.
It's not as simple as "We forgot about gender differences". It's more like "that's another multiple of animations to load per zone".
1.0 is graphically better but 2.0 is so much better designed artistically and functionally that I really can't believe people are complaining. 1.0 looks lifeless, washed out and dull compared to almost any screenshot of 2.0, despite its higher horsepower usage.
And i really should bold horsepower usage, because that game sucked ass at resource conservation.
What do you mean by "most graphical looking"?
Because 1.0 had higher definition textures (including things like bump map), depth of field, better AA, more polycount, colors choices that supported the armor designs instead of making them cheap and flashy, and far superior animations. The new lighting system seems pretty give and take. It tends to be pretty good on the characters with bright light, but kinda cheap looking on the environments. The environment designs got a big boost, but they could really use more clear definition and soft shading from distant objects.
As to why we why "moan and whinge" about it? It's to annoy you. You specifically. No one else. Just you.
If I don't see DX11 in 1-2 months, I'll cancel the subscription period. I like the the design, but not DX9 in 2014 ok? it's way outdated!
Also admit it the end game content is boring. Grinding dungeon for gears? Come on I really believe you can do better than this SE.
They're pushing the PS4 build THEN focusing on DX11. Yoshi has said as much. DX11 will likely be in the summer. Probably worked on in tandem with 2.3 just like PS4 and 2.2.
Originally PS4 and DX11 was planned to be developed at the same time. It's not the case now.
Last estimate I heard was from Tokyo Game Show interview. Based off interview I guess it's about 6 months from March-April.
http://gamerescape.com/2013/09/24/game-watch-interviews-naoki-yoshida-part-2/
Edit: replaced source that has better translation.Quote:
GW: When can we expect the DirectX 11 version release?
Yoshida:We were finally able to announce the PS4 versions beta test timing, so from there the next phase would be about 6 month later. As I have been saying, there are patch 2.0, PS3 version, DirectX 11 version, and PS4 version for our milestone. Right now our first goal is the PS4 version, then the DirectX 11 version. We are thinking of these milestones in about 6 month intervals.
Also, that date.. "2013-09-21" 9-21-2013. Not exactly recent at all.
It was kind of up in the air at that point in time, but I believe there's been more recent talk about the DX11 version. I really don't see why we couldn't get it relatively close to the same time as the PS4 version launch.
it's always been 90-180 days after the PS4 version's release. since 4/14/14 is the PS4 Launch Date you're looking at 7/13/14 - 10/11/14.
Man. That's just too slow. :\ shouldn't they already be working on it? I mean a little over a year just to get dx11 is a little much.
The only reason I care right now about DX11 is that AMD's frame pacing for Eyefinity displays doesn't actually work on DX9 and only works on DX11 games. So, I'm hoping for either SE or AMD to fix one or other. The frame chop on 2 x 7970 in Eyefinity is crazy.
There would be no difference between the development reqs. for the PS4 client and the DX11 client and they would both require the same team members from the Dev Team to complete. I think it's pretty unrealistic to think they could put together 2.2, build the PS4 client AND build the DX11 client at the same time. Given the way Yoshi described their development system it's likely the 2.2 Team is also/overlaps with the PS4 client team and they'll hand off to the live release team and move on to DX11/2.3. Their setup is three teams but I can't remember the breakdown. Major Patch/Minor Patching/Current Build?
Quote:
GE: Having just played the PS4 version of the game, we noticed that the graphics quality looked much better than the previous PS3 version– the number of NPCs and players that could be displayed at one time was much higher, the field of view was much better – with the graphics being much better with this iteration of the game, we were wondering about the DirectX 11 version of the game? Perhaps if you can give us a time frame or maybe an idea of what we can expect from the DirectX 11 version of the game?
Quote:
Yoshida: With respect to the Windows DirectX version of the game, of course we have made some preparations for a DirectX version. We’ve been developing the PlayStation 4 version which runs on 64 bit hardware and because of that work, the Windows 64 bit version is done. However, this coming summer we plan to release the game in China and after that we have plans for an expansion pack so when we finish those, we will be looking to complete the DirectX milestone. With that in mind, after we successfully launch A Realm Reborn in China and begin work on the expansion pack – I believe that around that time that we may be able to speak more about the DirectX 11 client for Windows. But don’t worry! We are definitely making progress on that project. (laughs)
As far as what to expect from the DirectX 11 client, it is my policy that we don’t do anything to change the gameplay experience from one platform to another. While DirectX 11 will provide a graphical advantage for some players on newer hardware, there really are no changes in gameplay for someone with older hardware vs newer hardware. However, in terms of graphics there may be a large jump in graphics quality – the whole engine and the rendering pipeline is completely different. The way shaders work, the way polygons are rendered, water effects, mirroring affects, or objects getting wet – they all work a bit differently on the new version for DirectX and will be updated for the DirectX 11 client. So for players who are more discerning of graphic quality – they will most likely notice. But it will not change the gameplay at all, and I’d like to make it so that it is simply another option you can select.
Yep.Quote:
With that in mind, after we successfully launch A Realm Reborn in China and begin work on the expansion pack – I believe that around that time that we may be able to speak more about the DirectX 11 client for Windows.
http://gamerescape.com/2014/02/12/ps...naoki-yoshida/
oh sweet. A current source! Thanks Nikita!
Would be nice if they at least gave us the 64bit executable he said is done. Shouldn't be releasing anything these days without a 64bit build or are 64 bit PCs not as large a market share as I thought?
So... After a summer release in China and after an expansion? DX11 probably not until next year? x.x Or at the very end of this year... ugh. That's disappointing.
Also
You clearly understand that such a thing is possible, Yoshi. Please do this for high resolution textures.Quote:
I’d like to make it so that it is simply another option you can select.
That's how I interpret it also. If SE going to delay it that long I hope they consider a high resolution textures option.
@Lithera, we don't need 64-bit executable that includes no other changes. Performance difference won't be noticeable and FFXIV doesn't use more than 4 GB of memory.
For the people whining about AA: please educate yourself. You have the option of SGSSAA right in front of you. I run 4x SGSSAA and maintain near 60FPS. I use low SSAO as it looks better to me along with normal shadow cascading. All else is high settings with occluding on. The shadow LODs on best in this game are horrid in Gridania and elsewhere. I cannot wait until some of these things are fixed. At any rate.... you have the option of SGSSAA and it looks fantastic.
I would argue against using all that crap like SweetFX that people peddle. Game doesn't need tweaked lighting and oversharpening. MSAA did not work with this game to my knowledge... and for sure it doesn't cover the biggest offender of jaggies in this game: the transparencies. You NEED a supersampling method to make the foliage in this game decent. If you want to run 60FPS consider a 770 minimum and overclocked. The foliage in this game is just noisy as hell without SGSSAA.
On another note this game looks fantastic it just needs that extra layer of polish and optimization. I hope that means this year FFS.
Might be just me, but I'd take an expansion and more new content over DX11 support every single day of the week.