They would first had to specify Z vector for bones, which currently probably does not exist, since i noticed only X and Y cloth movement. And only one at a time, but i may be wrong.
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You... didn't read Culfinrandir's post, did you? O.o because what they're saying is that it's because it's been ten years that they "couldn't get the game to look like an actual PS4 game". Because the framework for the game is more or less determined by when they start working on it -- and if you switch engine to something more up-to-date, you'll often have to recreate a lot of it from scratch.
(Unless you're like Naughty Dog who went in with a rather different approach altogether and designed their engine with the purpose of continuous updates.)
You try playing the top games of today on a five- or ten-year-old computer, and see how well that works... (Yes, I guess it's possible if you had a top-notch PC back then, but I'd wager not without tuning down the graphics quality.)
(Not saying that to be mean in any way, just as an attempt to make a comparison regarding how quickly technology -- and programming -- gets outdated.)
Regarding this topic in general... It would be awesome if they at least arranged personal cloth physics, as well as softened up a few obvious examples (wide sleeves, wide skirts when lying down, that sort of thing).
That's actually interesting part.
If they could give us just personal Cloth Physics, would server get overloaded with everyones personal Physics?
Since the data woudn't be counted as PlayerNumber^PlayerNumber. Just A[PlayerNumber].
Being client side (and having a fallback version like used for other characters) also means that it could be enabled or disabled according to the capabilities of the machine you're running on. Turn it on for a top end gaming rig and off for an old clunker that can barely load the game as is.
TressFX & TressFX Hair would benefit the game immensely. Alas, they are AMD features & we all know that SE seem to favour Nvidia when it comes to FFXIV. Nvidia do have HairWorks as part of GameWorks but, unlike AMD's TressFX, it's proprietary software. SE already licence at least part of GameWorks as they've implemented HBAO+.
Why SE haven't worked more closely with AMD given that their technology is used in the PS4 is beyond me. GPUOpen is great technology & completely free of licencing issues.
Probably due to contract that was made before SE even considered making a PS4 release. Maybe they didn't expect it will go so well.
But when i read about new features, and there was HBAO+ i was kind of surprised.
Quess they starts to think about serious graphical improvments over next expansion.
Thou indeed Cloth Physics may not be included, until Yoshi will clearly state, that next expansion won't cover PS3.
YOU clearly didn't read my post either - if you had you'd see that XV is based on Luminous Studio from 2012. Yes, there was an update from the original Versus XIII engine (Crystal Tools from 2005) but it's STILL a 5 year old game. Undoubtedly there'll still be some ideas or models that originated in Crystal Tools which have been ported to Luminous Studio because that's how it was designed.
There's nothing false in that whatsoever. XV *is* using resources *at least* 5 years old.