ever since 3.4 come out most of the Alexander floors are transparent which causing target ring and aoe invisible...
i know can still see a bit but, still feels very difficult...
mostly are in Eyes and Soul alex
http://i.imgur.com/QxkUQGO.png
ever since 3.4 come out most of the Alexander floors are transparent which causing target ring and aoe invisible...
i know can still see a bit but, still feels very difficult...
mostly are in Eyes and Soul alex
http://i.imgur.com/QxkUQGO.png
praying 3.41 fixing this issue, im going blind...
I would also love a secondary target ring to show on focus target. Let healers / people going for adds see the boss's butt! :(
They should have done something about this a while ago... >w>
I would side with you, but your example picture isn't the best since you're targeting nothing so we don't see an example...
Better is arguable. You can quite literally see the AoE on the ground in their screenshot, if they are referring to the red and black AoE. Orange AoEs don't exist in that fight as far as I know. So their only valid argument is that the target ring isn't visible, but that is remedied by the fact that Alexander Prime's target ring is bigger than the normal ring, thus it covers more space, let alone the fact that you can clearly tell where his back, sides and front are by looking at the enemy model...
So yes, their argument is in fact, null and void, as it is a non-issue.
You can actually clearly see that part of the AoE red circles aren't visible, which they mention specifically as one of the issues.
The OP also specifically mentions that they know it is visible but it is difficult to see, so their actual argument is for it to be better.
Honestly it clearly can be better, so coming into the thread going "I don't see it as a problem so your argument null and void" is little more than condescending nonsense.
And that's okay, people can be arrogant, it's a human trait. :) But it is factual that the AoE is visible, is it not? I'm not saying it's factual that it isn't an issue, I'm saying it's factual that the AoE is indeed visible. Because what you're telling me is that because there could be an issue in seeing it, that it is more or less not visible, but it is so...
if you think the aoe have no problem for you its good for you but i played since beta and i have seen a lot of changes to the target ring and aoe till now,
which they already fixed the following issues:
- AoE latency lag
- Target ring and AoE are invisible on water floor
- Big monsters that have very tiny target ring which causing you need to stand very close like under it to attack (example: Magitek)
- Target ring size for every single mount to their correct size
- Target ring are invisible in air
before those fixes it doesn't bother me so much coz those arent gonna 1 hit kill me or happens in any raid, but still many people do report to yoshida about it and these fixes are good for everyone
current what my topic was happening in new raids and they should fix it, it aint gonna hurt everyone if they do fix it
so...
if you still think that you dont care coz you dont raid, then dont try to comment and argue, coz this game isnt just made for you only
Unfortunate if you are expecting this to be something patched quickly, I wouldn't get your hopes up[1]. As mentioned in the implementation of Fish Tanks, the FFXIV engine does not have translucent materials, so holes in the grate are actual holes in the model. That means that with a UV mapped overlay texture like the ground AoE marker, there are no vertices to map the texture on to. Fixing that would take an enormous engine addition which could take months if not the better part of years to complete, not to mention introduce all sorts of potential pitfalls/bugs in the rendering engine. Translucent materials prohibit a number of rendering optimizations that most MMOs (presumably FFXIV included) take advantage of to allow them to draw more tris on screen at a time.
[1]http://xkcd.com/1425/ Tasks
i dont see you know 3D modelling...
the fish tank is half transparent not 100% transparent thats why normally mmo engine dont support it
if all those holes are actual models which means it will need more polygons and will stress the gpu more, obvious less fps
the alex floor holes are not actual models but a flat plank, they are just texture that with 100% visible and 100% transparent, which called alpha map texture, it used on many things like grass, leafs etc...
https://docs.unity3d.com/401/Documen...Specular-0.jpg
Strictly speaking I do actually dabble, but that's the best I can say for myself. You are likely correct that the polycount on modeled holes would be too high in that case, I had not considered that (once again, only dabble in 3D modeling in my free time), but in my defense, I can almost guarantee that the Fish Tanks are actually still 100% transparent. They use an optical illusion by making the backgrounds of the Fish Tanks look like they are lighter shades based on the environment. I can't say for sure without seeing their engine, but that is a much more performant way of getting the same result. It produces the same effect of a semi-permissive material without the overhead of an actual semi-permissive material. Refresh my memory however, my recollection is that a caveat of alpha textures is that they suffer from render order problems with textures over the same location since DirectX does back-to-front rendering to the buffer. I am working with some pretty old memories of some pretty outdated information though, so feel free to correct me.
I have bigger problems to see that green marker above your head in alexander 12, there is like a 30% chance that I will not even notice it.
Thordan extreme aoes were so hard to see that I just stopped trying that fight.