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  1. #1
    Player Shioban's Avatar
    Join Date
    Sep 2012
    Location
    Bastok
    Posts
    1,564
    Character
    Shio Ban
    World
    Twintania
    Main Class
    Conjurer Lv 90
    Quote Originally Posted by KokonoeAiyoko View Post



    As you can see, the Gridanian Soldier's Overcoat clashes with Miqo'te race's tail as there isn't a tail slit or animation to go along with it. I wasn't sure where to post this, but wanted to bring it to the dev's attention in chance they might fix it in a future release.
    Previously there were separate models for the miqo'te body, this however consumes memory. You can thank the PS3 for our lack of distinctive models, as they want to conserve as much memory as possible.

    They've already mentioned in a previous post that they won't be fixing it.
    (5)

  2. #2
    Player
    Balaur's Avatar
    Join Date
    Aug 2013
    Location
    Ul'dah
    Posts
    154
    Character
    Balaur Bondoc
    World
    Ultros
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by Shioban View Post
    Previously there were separate models for the miqo'te body, this however consumes memory. You can thank the PS3 for our lack of distinctive models, as they want to conserve as much memory as possible.
    There are different models for miqo'te as opposed to any other race to accomodate the tail. This includes extra pleating, pleating with a bit of sewing up above, a special "above tail" plate (see above), a special sew-around for some pants/shorts and for underclothes (as noticeable on the Cascadia gear and smallclothes), and so on. I've noticed these things because in Beta I played a hyur for the fun of it, but for beta four and live I play miqo'te, and the different models employed for the two races for the same sex but for the same gear (both leveled initially as pugilist and marauder). There are more differences than you all recognize.
    (6)

  3. #3
    Player
    Tupsi's Avatar
    Join Date
    Feb 2012
    Posts
    3,149
    Character
    Odsarzol Que
    World
    Balmung
    Main Class
    Arcanist Lv 80
    Quote Originally Posted by Shioban View Post
    Previously there were separate models for the miqo'te body, this however consumes memory. You can thank the PS3 for our lack of distinctive models, as they want to conserve as much memory as possible
    Protip: XIV 1.0 also had a PS3 version started and also was designed with "PS3 memory limitation" in mind, so sorry that doesn't work. They specifically said the way graphics are in this game is purely to accommodate the battle system since for some reason they couldn't find any other way around "animation lock."

    Btw, there's less clipping in XI on basic models and that's a generation 1 PS2 game, so it's pretty obvious when we brought this issue up and they told us to "just accept it" basically it was a design choice not because of the PS3.
    (3)

  4. #4
    Player Shioban's Avatar
    Join Date
    Sep 2012
    Location
    Bastok
    Posts
    1,564
    Character
    Shio Ban
    World
    Twintania
    Main Class
    Conjurer Lv 90
    Quote Originally Posted by Tupsi View Post
    Protip: XIV 1.0 also had a PS3 version started and also was designed with "PS3 memory limitation" in mind, so sorry that doesn't work. They specifically said the way graphics are in this game is purely to accommodate the battle system since for some reason they couldn't find any other way around "animation lock."

    Btw, there's less clipping in XI on basic models and that's a generation 1 PS2 game, so it's pretty obvious when we brought this issue up and they told us to "just accept it" basically it was a design choice not because of the PS3.
    There's a difference between designed to work, and actually working.

    1.23 was testament to design vs. the final product. So i'll have you find what I said does work.

    1.23 never had a PS3 release, prototype or even a teaser. Why?
    Because it didn't run, it simply did not function on a PS3. One of the many reasons for this was the memory constraints, which ARR has very carefully considered in every-single-detail, from UI, to whether Miqote's should have a unique model to fit their tails.


    In terms of clipping, you can't really avoid it. There are so many gear combinations it's hard to find compensation for each one.
    Even in the case of the Black Mage AF where it's 'designed for purpose'. It's just something we have to deal with like you said, they're dealing with much more complex designs now than the XI team.


    The graphics in this game aren't completely down to animation lock, the trees don't have compressed textures because the design team didn't want people locked into an animation upon casting a spell. But in terms of animation yes, we're slightly less 'smooth' than before because of this which is perfectly fine but has nothing to do with my memory constraints comment.
    (0)