ok maybe this is what your refering to
http://www.youtube.com/watch?v=O9nrV1Oi6Ak
Now this is a TECH demo and is from 2005 and is ffxiv but again this is a TECH DEMO so basicaly consept
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ok maybe this is what your refering to
http://www.youtube.com/watch?v=O9nrV1Oi6Ak
Now this is a TECH demo and is from 2005 and is ffxiv but again this is a TECH DEMO so basicaly consept
the tech demo was for the 360, least thats where i saw it. the towering city with the hot air balloons and npc with treasures gear on. it was out b4 the 360 was out. I bet it still on my 360.
Trully, I mean I just started reading a few topics in general discussion and I've seen a few created by this Belgianrofl guy complaining about EVERYTHING in the game that is NOT important.Quote:
I'm sure I could easily come up with more valid nitpicks than these on a number of successful mmos. If you hate FF so much, why are you here?
As to why is he here, I believe that all of us can answer that, he likes the game.
He likes it so much, that he can't even find important flaws to discuss. :P
See what I did there?
Oh, just to said I've experiences with some engines.
No way. seriously look at the date. I wasn't student.
Oh. sorry I'm french. I was just making fun of how you tried to make fun of me with those things everyone knows sinces 10 years like "MMOs get more chara, blahblhablah".
No. Like you, right ? so, for you, CTengine seems well optimised ?
Well it's exactly what I said. For you FFXIV is the Best Graphic mmorpg. But it's just the only one with realistic texture when the other just stay on flashy colored style. Tera looks less realitic with less good texture, but technicaly, it pwnd FFXIV for shadows, lights, effect. (But the game itself doesn't interest me at all.)
It seems to be pre rendered, but the charas have no shadows ?
Considering that it can run a MMORPG at an unprecedented polycount and level of detail, it definitely isn't as bad as you say.
You're confusing two very different things here. Graphical detail and Art direction.Quote:
Well it's exactly what I said. For you FFXIV is the Best Graphic mmorpg. But it's just the only one with realistic texture when the other just stay on flashy colored style. Tera looks less realitic with less good texture, but technicaly, it pwnd FFXIV for shadows, lights, effect. (But the game itself doesn't interest me at all.)
Realistic or cartoonish textures have nothing to do with graphical detail. They are just a matter of art direction.
TERA doesn't even get near the level of graphical detail (see: polycount, texture resolution, effects, both for textures and for environment) FFXIV has. Everything is largely downscaled in comparison.
Character shadows are often excluded in teaser trailers, because they're one of the least noticeable effects.Quote:
It seems to be pre rendered, but the charas have no shadows ?
I agree that the shadows and light sources are all jacked up...
there is a option in the menue to add shadow and dust effects wile running. and the Chr shadows look good to me thay move and change with the sun and cast on objects like rocks walls ext.
The graphics in FFXIV are great for what they are, graphics of a MMO world, superior in this genre. While not being able to match texture details and effects of a modern single player fps game i think square enix' engine is amazing. You should also keep in mind this is a multi-platform title and not solely optimized for PC hardware - one reason why its already so demanding. Crystal Tools is build to be highly portable, they wanted to run the game on PC, Playstation 3, maybe Microsoft's Xbox360 at a later time and even Linux and Apple OSX clients are not out of question. If they add super realistic water reflections or whatsoever nobody could run it.
you open the menu on the game like you would to slect inventory , teleport ext. think its called configuer. Under that theres a lot of options , shadow , dust effects , chat system , text color change , profanity filter , need to check it out :)
why do i have a shadow in the dark? why does it rain through the covers over gridania entrance? this post is relevant. since the name shake fix my name stays still and the rest of the world shakes lol.
Yea, all those should be fixed. They are not however the top priority ^^. I did have contests with my linkshell to see who guesses first that there was no light source for my shadow, since i was standing against a wall. and another where there was a lantern in front of me, yet my shadow was going towards that lantern lol.
Yes, I play the game. Please go troll ffxivcore like you used to. You can't deny that the water in limsa lominsa is fairly one-dimensional with a painted-on effect. There are some places where the water seems to be quite natural, such as in this screenshot I took:
http://www.ffxivcore.com/gallery/129...534_201940.jpg
But if you look here, in one of my other screenshots, you see the water is very one dimensional:
http://www.ffxivcore.com/gallery/129...534_204567.jpg
I don't know how you can claim that the water in FFXIV is well-rendered unless YOU don't play the game.
I'd prefer water that was three dimensional and always looked realistic without depending on tricks of light.
You have to envision them drooling at the mouth and smashing thier keyboard from the top of their head screaming with each stroke.
They're also green.
I'd like to chime in and say; I don't know. I like the graphics, they're pretty nice to look at and they're not completely fuxxored up. I got rid of shadow a looong time ago, since those are really never relevant to a game, except dotHack//GU.
That Goddamned Doppleganger sucks.
Edit: Reading and thinking further; I will admit, the boatride from Uldah to Limmy is the biggest pain in the ass ever. It's like I'm looking at my character sit on an inanimate boat alone for ten minutes.
Wait. Shit. That's actually happening. HOLY F*.
Anyway, the point is, with CryEngine you don't have to sacrifice as much graphical effects because the textures and geometry are loaded in dynamically in a certain radius around the character, i.e., "seamless world streaming". SE hasn't been able to create a really seamless world with the Crystal tools engine and has had to sacrifice certain features (water, apaprently). Instead of a seamless world, they just created a bunch of huge zones with repeated doodads to give the effect of huge seamless areas.
And if the water was a sacrifice they needed to make for large zones, then why in cutscenes and on the boat between continents, is that sacrifice still made unless the engine simply fails?
When the cryengine will be able to render a MMORPG game that looks even remotely overally better than FFXIV, then you'd have any ground about it's superiority. So far there's none, and even between future games, there's none that looks even nearly as good.
There are always tradeoffs when chosing different engines, but for now (and for the foreseeable future), FFXIV is by quite a large amount the best looking MMORPG on the market. That wasn't achieved with your beloved cryengine, but with the crystal tools.
Cryengine: http://www.youtube.com/watch?v=YG5qDeWHNmk
Unreal Engine: http://www.youtube.com/watch?v=RSXyztq_0uM
Idk if ppl remember this but, 99% of all npc/pc character animation and movement was done up by motion capture. Like in Avatar. Not many games use this techinc yet. Only heavy rain and ffxiv the only ones I know of.
Your point was that SE is unable to add reflections to water because there are a lot of characters on-screen. #1, water doesn't have to reflect characters. Reflect world is fine. #2, adding an option to correct shading in the game will simply allow people who have a rich-man's graphics card the ability to look at a game that doesn't look like it was made 10 years ago. #3, adding reflections and adding real shading will not tax the system as much as ambient occlusion does, and it will make the game look much better and lifelike.
The technology is widely available. There is no excuse as to why it would not be added even as an option, when Ambient Occlusion (a more recent video-game tech) is an option.
Character animations [excluding Lalafell] in this game are great. most games nowadays use motion capture. It's a very commonly used tech that saves boatloads of development time.
"Video games often use motion capture to animate athletes, martial artists, and other in-game characters.[2] This has been done since the Atari Jaguar CD-based game Highlander: The Last of the MacLeods, released in 1995." - Wikipedia
In some ways Crystal Tools seems better given the fact that FFXIV is a very beautiful MMO in 90% of cases, but I would like to have seen what SE was capable of doing with another engine just for comparison. It's hard to tell how much of FFXIV's beauty is due to SE's artistic flare and what is courtesy of the tools used to make the game.
As I said earlier, SE isn't able to render water or fire properly with the Crystal Tools engine, nor are they able to create a seamless world. Some of these factors have contributed to the copy-and-paste situation everyone is so fond of. For example, in order to create such a large world, SE had to employ the cheat of using repeated blocks of land which are loaded in as you zone into the area. If they had used an engine capable of loading in the geography around a player as he moves, then they wouldn't have needed to make this compromise.
Also, there is no blurring between low-res and high-res textures in the distance. So as you move, you see a definite line between the two qualities of textures. Up close, everything looks good, but far away, you realise something is wrong.
The most attractive thing about FFXIV is the fluid character animations and artistic style. I am not so satisfied with the quality of the construction of the rest of the world though.
Ahh ok, Not the games I've seen or very limited in use. You can tell the difference actually between artifitale created movement and motion capture. I know Avatar pushed the envilope with it. I know all game/ movies are acted out and artists watch the models or themselves and draw it out. I know ffxi didn't use it. You can tell by the way some of the legs moved. Like elvaan females had a slight jerking look when they ran like it was artificaily made. Like each limb looks like it was pulled to create motion.
Anyways, one thing I do like in FFXIV is how everything is given interesting textures. You never find something that isn't crafted with a lot of care. All the objects are high-polygon items with relevant textures. Nothing is just drawn-on.
But, all in all, I think I would sacrifice some graphical intensity for a truly seamless world with more original landscaping... and water that isn't just a repeated tile.
Notice how in this video, water actually moves around:
http://www.youtube.com/watch?v=Ok4_n84GjVI
ua water in WoW was blue was completely stationary.. pretty much like water in mario 64 or legend of zelda ocarina of time.
to be fair, water is not that easy to render. Water is a constently moving and is not a solid object. Water is actually is a laying process. Most do the block with a duel layer top to mimic depth and ripples. Some games add darkening and dust to make it appear like you are swimimg in a lake.
Two worlds 2 did a pretty good job. I can't wait for elder scrolls skyrim. ^^
if you want to test about the water graphics... go to Camp Ever Lakes, there a spot that you can run through the lake. of course you should be strong enough to fight the Firedrakes
I agree, the motion capture makes the character animations extremely lifelike. The facial expressions and the attention to detail still impress me. I love how when your character runs and comes to a stop, they shift their weight.
But the thing that I've never seen in another MMO that is still amazingly unique to me is how when you're leaving certain places (like the Drowning Wench), where it's dimly lit inside, but bright outside, the light hurts your eyes as your eyes 'adjust'.
Reflecting the world still takes a toll on the hardware. The engine needs to have resources free in order to display the enormous level of detail in comparison to other games, so they simply let some effects that have a very high hardware impact out.
They already said that ambient occlusion has been implemented simply as a futureproof option.
You can scream "there's no excuse!" as much as you want, but you'd still not know anything about what you're talking about. Your argument is based on nothing.
or better, You don't have an argument. The game overally looks much better than any other in the market. Calling the graphics "lackluster" is nonsensical at best.
It's not as common as you think. While it's common for game developers to use mocap, mocap goes from extremely advanced all-purpose studios to home-friendly setups that cost a few hundred dollars.
It's not common at all for developers to use a dedicated studio equipped with a 44-camera Vicon MX40 system, capable of body, facial and hands tracking, which is one of the best (and most costly) in the industry and that most game developers simply cannot afford. That's why FFXIV's animations (and the anims of other SE games) are so much better than most of the competition.
Unfortunately we already saw it. It's called "The Last Remnant", one of the technically worst games ever released by SE, made with the Unreal Engine.
It's available on steam if you have an iron stomach and are so curious to see what SE will do with the UE. The story and gameplay aren't even that bad, but the technical implementation is utterly sub-par.
Which isn't surprising. It's fairly obvious that the staff of a company will perform better with an engine created in-house, to which they have been specifically trained and with which their professionality is most likely to have grown.
This is the same reason why Epic Games gets a lot more out of the Unreal Engine than any third party using it. Same with Crytech with the Cryengine.
Water and Fire in FFXIII look VERY proper. Water in FFXIV looks rather good as well, and as many already stated in this thread, yours is more a matter of taste. And after meeting a certain fire-based summon in game, I can say that fire looks awesome too.Quote:
As I said earlier, SE isn't able to render water or fire properly with the Crystal Tools engine
Every single MMORPG uses asset recycling to adress memory shortages. Whatever their engine is and no matter if they use streaming tricks.Quote:
nor are they able to create a seamless world. Some of these factors have contributed to the copy-and-paste situation everyone is so fond of. For example, in order to create such a large world, SE had to employ the cheat of using repeated blocks of land which are loaded in as you zone into the area. If they had used an engine capable of loading in the geography around a player as he moves, then they wouldn't have needed to make this compromise.
Also, the FFXIV world is more seamless than most, as there are no loading times between open and closed spaces.
That's what depth of field is for, and texture "rezzing" is a common issue in every game. Other games simply limit it by limiting the available depth of vision, putting obstacles to obstruct it or using the same depth of field trick.Quote:
Also, there is no blurring between low-res and high-res textures in the distance. So as you move, you see a definite line between the two qualities of textures. Up close, everything looks good, but far away, you realise something is wrong.
if you truely want to see crap "next gen" graphics play two worlds 1
its even worst then zelda Oot. >.> no lie.
no-one has addressed the fact this was started by a resident troll of the forums?
FF14 is the best looking MMO on the market by-far.
let it die. troll thread is trolled.
Sure, but don't you think it should be up to the player to choose which effects those are? I mean, considering how vastly different individual PCs can be, I think it would make more sense to make it so that the game can render any effects, and then give players the choice of which ones to enable or not.