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  1. #1
    Player
    Sumii's Avatar
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    Mar 2012
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    Limsa Lominsa
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    91
    Character
    Milky Tea
    World
    Gilgamesh
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Shioban View Post
    When did he say they're not increasing the texture resolution?

    Curious for a quote/source on that one.
    Here's your LINK.

    And here's the excerpt:

    GW: How’s the texture resolution?

    Yoshida: We have no plans to change the resolution. I explained this before, but current games are not built on resolutions any more. For photo realistic effect the quality of normal map, for sculpt model it will depend on the amount of time spent, and for the quality seeing how realistic you can get the engravings to show by shining realistic light. These are the kind of things we need to tackle down. There are things which uses really low texture resolutions, but I think, you won’t be able to tell that it was even used. Game structure like the “previous FFXIV” are the only one that required resolution to fight, therefore I don’t think around resolutions.
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    Last edited by Sumii; 12-03-2013 at 03:02 AM.

  2. #2
    Player Shioban's Avatar
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    Sep 2012
    Location
    Bastok
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    1,564
    Character
    Shio Ban
    World
    Twintania
    Main Class
    Conjurer Lv 90
    Quote Originally Posted by Sumii View Post
    Here's your LINK.

    And here's the excerpt:
    Thank you for taking the time to find it, I was really curious.

    And also that's complete bull crap what he's said, textures make a huge different and current gen games are completely built around the adjustment of textures. Games such as 'The Last of Us' had to actually reduce things because of memory limitations on the PS3, this isn't a problem you're going to encounter on a decent PC and or PS4 with buckets of memory to use.

    Bioshock Infinite is a great example of a game that offered a high resolution texture pack and the difference was phenomenal.

    If you lower the texture resolution of any diffuse, normal and specular map you WILL notice, it's very plain to see, this is something I do every-day and it makes a HUGE difference, this is really disappointing to see that he's thinking this way as it would make a huge difference to the game, I hope this is only Yoshidas opinion and not that of the entire development team, that would be really unfortunate considering some of the lower resolution diffuse/bump maps i've seen in-game have almost reduced me to tears.

    Quote Originally Posted by EasymodeX View Post
    I'm not a fan of AA overrides because they seem to screw up text and such. I'm not an expert, but don't in-game AA solutions tend to have the AA apply to the drawn world, and not the UI and/or text for example? Either way, when text gets blurry because of AA, I turn it off.
    Nope. That only happens when you use a overlay filter based solution similar to SweetFX.

    Hardware based AA ONLY smooths the edge of the actual topology and in DX11 (if used) transparency edges, the AA algorithim won't touch the HUD as it's been coded not to layer onto it simply. However with the likes of FXAA (the one SE provide currently in-game) it too is layered only to affect the rendered 3D scene and not the HUD.
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