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  1. #1
    Player
    Seif's Avatar
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    Mar 2011
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    Seif Dincht
    World
    Balmung
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    Marauder Lv 72
    This post has many examples of how they already posess the hi-res versions of many assets.

    I'd like to add that in most game projects most of the texture assets are often created in higher def than they end up being used especially now when ports to higher spec platforms are so likely.

    I hope ps4 character textures look better as especially the decorations on most clothing look terribad when they're smushed down.
    (0)

  2. #2
    Player
    Vasher's Avatar
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    Nov 2013
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    67
    Character
    Meowza Kitty
    World
    Gilgamesh
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    Pugilist Lv 50
    Quote Originally Posted by Seif View Post
    This post has many examples of how they already posess the hi-res versions of many assets.

    I'd like to add that in most game projects most of the texture assets are often created in higher def than they end up being used especially now when ports to higher spec platforms are so likely.

    I hope ps4 character textures look better as especially the decorations on most clothing look terribad when they're smushed down.
    I play on a high end PC, but PS4 has 8GB of fast RAM, and has plenty of room for HD textures, at least 4GB of that GDDR5 RAM is used for games. Why not add them?
    (1)

  3. #3
    Player Shioban's Avatar
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    Sep 2012
    Location
    Bastok
    Posts
    1,564
    Character
    Shio Ban
    World
    Twintania
    Main Class
    Conjurer Lv 90
    Quote Originally Posted by Vasher View Post
    This is why I'm disappointed I wanted this game to be bleeding edge, Pc's will only get stronger in time anyway, and these textures are worse than many ps3 games.
    There's quite a lot of textures, on top of an entire UI to manage and fiddle into the memory, hence why the game looks so blurry and pixelated on the PS3.

    Quote Originally Posted by Seif View Post
    This post has many examples of how they already posess the hi-res versions of many assets.

    I'd like to add that in most game projects most of the texture assets are often created in higher def than they end up being used especially now when ports to higher spec platforms are so likely.

    I hope ps4 character textures look better as especially the decorations on most clothing look terribad when they're smushed down.
    Quote Originally Posted by Vasher View Post
    I play on a high end PC, but PS4 has 8GB of fast RAM, and has plenty of room for HD textures, at least 4GB of that GDDR5 RAM is used for games. Why not add them?
    Yup! The ability to do this is here now, sadly going back and re-compressing the textures from the original to a higher resolution will take a lot of time, so as possible as it is, if they do decide to do it, it's going to take a long time (even with the in-house conversion toolset)
    (0)

  4. #4
    Player
    Nutz's Avatar
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    Jan 2014
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    1,140
    Character
    Monkey Nutz
    World
    Behemoth
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    Pugilist Lv 60
    Quote Originally Posted by Shioban View Post
    Yup! The ability to do this is here now, sadly going back and re-compressing the textures from the original to a higher resolution will take a lot of time, so as possible as it is, if they do decide to do it, it's going to take a long time (even with the in-house conversion toolset)
    While I don't know what in house tools they've developed, the process should be akin to opening a file, resizing it, and exporting it. Unless they get incredibly specific about tweaking compression levels on a per texture basis the process could be entirely automated. Now that I think about it though, there are some texture files that may not have high resolution assets. Usually people paint in a higher resolution because it's easier to use the space effectively. Normal maps, however, are 'baked' from a high resolution 3D model onto a low res model (in game model) and quite possibly at the resolution that they're using. Those would be a pain to redo, but just the sort of mind numbing work to give to interns. They could be using a few other types of maps, but the resolution on those is mostly irrelevant (spec maps and the like).
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  5. #5
    Player Shioban's Avatar
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    Sep 2012
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    Bastok
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    1,564
    Character
    Shio Ban
    World
    Twintania
    Main Class
    Conjurer Lv 90
    The in-house tool-set they're using isn't something they just ran automatically across an entire model (It may have this option, I have no idea). As they've already explained (and you can even see it for yourself) sections of the gear are separated and compressed based on these segments, where detail isn't needed or could be reduced to lower the texture memory impact they simply lower the resolution for that area.

    A simple "Does this segment look okay? Yes, >Save"

    As segments of the gear/items are compressed more than others.
    It's not a particularly difficult process with a tool like this, just time consuming (although less-so than doing it manually) This is what they used to convert 1.23 > 2.0's models originally to speed up the process.


    Quote Originally Posted by Nutz View Post
    Usually people paint in a higher resolution because it's easier to use the space effectively.
    I'm aware of this, and you sculpt at a higher subdivision of polygons and or triangles, it's not resolution based.

    Quote Originally Posted by Nutz View Post
    there are some texture files that may not have high resolution assets.
    That would be very very unlikely unless someone decided to completely throw the standard asset pipe-line out the window.

    Quote Originally Posted by Nutz View Post
    Normal maps, however, are 'baked' from a high resolution 3D model onto a low res model (in game model) and quite possibly at the resolution that they're using..
    It's baked from a high-poly model, not a high-resolution model. And they've shown in the past that the original baked maps are of a much higher resolution.

    When applying a normal/bump map to a low-poly model the overall resolution of the texture(s) can be as high or low as you want, there's no real restriction. (Well, roughly 8192*8192 is the limit, but we're not making a movie here)

    The resolution of both the diffuse and any bump/normal mapping makes a HUGE difference. The pixelation caused by lowering diffuse and normal maps is very easy to see. It's mildly frustrating but nothing game breaking.
    This is evident more than anything in the texture compression.

    Which is why the break-blade looks so horrific and even more so when a light-source is shading the normal maps on it.


    However the textures in this game aren't horrific in any way, but the originals are sitting there, it would mostly be a "Is it worth the time?" Q/A.
    If they firmly said "Nope, never" to it, I wouldn't care too much but as you said, it's something you could leave with a few interns to do.
    (3)
    Last edited by Shioban; 03-14-2014 at 04:42 AM.

  6. #6
    Player
    Seif's Avatar
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    Mar 2011
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    2,706
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    Seif Dincht
    World
    Balmung
    Main Class
    Marauder Lv 72
    I would be happy with any progress in this area. Say in next patch if they added "ps4 and PC version bard gear number X doesn't suck anymore." I would be happy to know that progress is being made.
    (0)