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  1. #1
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    Quote Originally Posted by Vesperia View Post
    Well that is kind of beside the point.

    Anyway, XLgames are in fact fixing their animations (they hired the guy from Red Dead Redemption just recently). But I dont think they will improve the character models, having said that.
    I understand its to show how seamless works, but there is a compromise there imo...I don't think any machine can handle a completely seamless FFXIV with the graphics that game has now.
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  2. #2
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    Quote Originally Posted by Mack View Post
    I understand its to show how seamless works, but there is a compromise there imo...I don't think any machine can handle a completely seamless FFXIV with the graphics that game has now.
    but.... FFXIV is high on graphics... but also not a seemless game, so what are you talking about? we still very much have zone lines like in FFXI, the zones are just massive this time.
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    15 abilities each? what is this... Kindergarten?
    A jack of all trades WHM... what is this 1989?

  3. #3
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    Quote Originally Posted by Dreadnought View Post
    but.... FFXIV is high on graphics... but also not a seemless game, so what are you talking about? we still very much have zone lines like in FFXI, the zones are just massive this time.
    What's so difficult to understand? the link was showing what a seamless game should be like, I said that there's a compromise with the graphics however since FFXIV probably can't pull off a completely seamless world because its got better graphics, unless it upped the PC requirements. That's it. I'm not arguing anything, I'm not disagreeing with anyone, I was just talking.
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  4. #4
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    Quote Originally Posted by Mack View Post
    I understand its to show how seamless works, but there is a compromise there imo...I don't think any machine can handle a completely seamless FFXIV with the graphics that game has now.
    Shouldn't seamless games have better graphics, though?

    FFXIV faces memory limitations because it has zones - everything loaded in at one time.

    A seamless game would not face memory limitations because the 'zones' would only be loaded in within a certain radius around the player.
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  5. #5
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    Thats what I thought, but maybe Crystal tools doesn't handel streaming well, like unreal 2.x so you get very memory intensive loading patterns like in lineage2.
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