The joke is there are barefoot npc... not too many but there are lol
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More detailed hands and feet would increase the polygon count. I guess, they try to avoid it because higher polygon count means higher minimum requirements for the game, especially the CPU.
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Isn't this still a work-in-progress? I'm sure the whole entire model is set to be redone over time, that's what they've implied is that eventually everything is intended to have this treatment.
The hands and the fingers will absolutely require an increased polygon count to match up to the standards they are aiming for, unless they have some type of different method in mind to give the fingers this treatment. They are probably starting with stuff that would be immediately noticeable in a MSQ cutscene, so eventually i'm sure hands will be treated, my thinking though leans towards that they are probably assuming most players will be wearing gloves or gear that covers the fingers.
My own thoughts on it aside, did they ever actually talk about hands/fingers during the london developer panels? (i couldn't stay awake long enough to watch it past the opening keynote)
Ahhh, that is the reason why the framerate is so low when you enter a night club in FF14. xD
And i do not know how the character model processing exactly works in FF14. But it can be, that the feet are still processed by the engine even if your character has clothes on. AFAIR the clothes do not modify the character model like in other games. So the GPU can propably spare some processing time if the engine has a good Z occlusion. But it will still hit the CPU.
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Our characters in-game are separated into several segments. When we put on say, a pair of boots, it replaces the foot model with those boots, and depending on the size of the boots, may also replace parts of the leg model. Because of this, the game never has to render anything "underneath" the clothing, the model is just outright replaced and Square never has to worry about our characters clipping through our clothes or calculating model data underneath. Some gear does have priority over others if they're fighting for the same character segment, so bulky gloves and bulky sleeves that make use of the same wrist segment on our character are determined mostly by whether or not the chest piece "allows" the glove to overwrite the sleeve.
As for the topic at hand (heh), it takes very little now to render a few extra polygons on hands and feet, so while it may've been a concern in the PS3 and 32 bit days, we're long past that and I think we can handle having toes and rounded fingers, I'm sure a dedicated 3D artist or 2 can handle the necessary glove/shoe models over the next 8 or so months.