What a waste of time if they aren't updating texture resolutions, they look fugly right now.
What a waste of time if they aren't updating texture resolutions, they look fugly right now.
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.
Last edited by Sumii; 12-03-2013 at 03:02 AM.
I don't see any "jaggies" anyway. IMO it takes a real keen eye to even notice them at high screen resolutions e.g. 1080p and higher.
Maybe its because my vision isn't perfect but I always have AA turned off as I barely notice the difference and so to me all it does is decrease performance.
I like AA and do notice it, (good way is to find some stairs, turn diagonal with the camera and switch it off/on) however the drab change in a lot of the texture resolutions was significantly noticeable. I for one (and I thought a number of others) were waiting out for the promised improved graphical version sporting DX11, but it seems Yoshi is only adding effects from DX11 itself. In his quote he says the difference isn't noticeable with all the effects turned on. A certain saying about polished turds comes to mind for me on that one.I don't see any "jaggies" anyway. IMO it takes a real keen eye to even notice them at high screen resolutions e.g. 1080p and higher.
Maybe its because my vision isn't perfect but I always have AA turned off as I barely notice the difference and so to me all it does is decrease performance.![]()
I don't get how Yoshida is saying resolutions dont matter or something like that.
All I know is there is a very clear difference between the equipment in 1.0 vs the same gear in ARR. The source material is clearly available at a higher resolution so why not use it in the high performance client?
Like a Menu based MMORPG! ...Oh wait. (And it was extremely profitable for them?!) Hmm.
Yeah, I'm just messing around. As far as a graphics engine goes I do believe you are correct.
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.
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.
Nope. That only happens when you use a overlay filter based solution similar to SweetFX.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.
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.
I suspect what he is trying to say is that as technology improves, greater emphasis will be placed on poly-count rather than texture resolution (a statement of questionable validity itself). Certainly, from an intuitive perspective, low texture resolution with high poly-count makes sense, given there is no such thing as a "texture" - in the graphics sense - in the real world, and the goal of 3D graphics is to approach the real world as closely as possible.
That being said, a situation where all of your detail is derived from planck size polygons and real-time lighting is a practical impossibility. It's a noble sentiment, but not a realistic one. Given Square(Enix)'s history, though, it's not really a surprise, they have always tried (with mixed success) to push the envelope of model detail over texture quality. Especially in more recent entries.
Last edited by Hulan; 12-03-2013 at 05:45 AM.
I really don't want to have to load in a model of mine and show you the difference.
But if I have a 1.2 million poly object, with a 512x512 texture. It will look like utter crap, not matter what.
The poly-count can provide a 'depth reference' which is why we use normal maps, but that detail means nothing when your pix-elated diffuse texture is shrouding the surface.
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