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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 Purplenum View Post
    Superior OpenGL client when?
    Implying that there's any real difference at this point and time between the two.

    Pretty much both libraries offer the exact same thing now. However I REALLY can't wait for the DX11 client for dat' hardware Anti-Aliasing to return.
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  2. #2
    Player
    Laf's Avatar
    Join Date
    Oct 2011
    Posts
    186
    Character
    Lafiel Brunestud
    World
    Excalibur
    Main Class
    Archer Lv 50
    Quote Originally Posted by Shioban View Post
    Implying that there's any real difference at this point and time between the two.
    Pretty much both libraries offer the exact same thing now. However I REALLY can't wait for the DX11 client for dat' hardware Anti-Aliasing to return.
    OpenGL can offers much higher number of drawcalls, aka better performance on lower end cpus.
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  3. #3
    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 Laf View Post
    OpenGL can offers much higher number of drawcalls, aka better performance on lower end cpus.
    I was pointing more to the features made available.

    The performance difference would make it worth enough to jump ship, but good luck convincing Square Enix to do that.

    Quote Originally Posted by mmcsky View Post
    I was expecting some water dripping off my clothes, at least a few drops, I put on my Myth gear and I saw no difference at all. I would think that plate armor would have those effects more noticeable.

    The effects on low tier gear are great though, at least for DX9, can't wait when they implement dx11
    Could do that quite easily with DX9, wouldn't be a problem. Implementing the particle effects and the procedural textures might be a little fiddly especially with the variety of armour shapes, sizes, lengths and types, where-as the 'wet' look shader they're currently using it quite easy to slap onto everything without it causing too much damage.

    Quote Originally Posted by RentisB View Post
    I got excited when I saw this having just finished Tomb Raider on PS4. I'm... not so much anymore

    It's not a negative or anything, it's neat. It's FAR from next gen though. (My PC runs the game at max too)
    A specular/shiny shader isn't really next-gen I don't think that was the aim, just something simple and easy to implement as an additional detail to the game.
    Tiny details are nice, even if they're not ground-breaking.
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    Last edited by Shioban; 02-21-2014 at 08:43 AM.