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  1. #21
    Player
    Altimis's Avatar
    Join Date
    Apr 2012
    Location
    Unknow
    Posts
    423
    Character
    Altimis Farron
    World
    Aegis
    Main Class
    Arcanist Lv 50
    Quote Originally Posted by Edli View Post
    By the time they release a DX11 version DX12 will be around.

    IMO they should have used DX11 from the get go. How many FFXIV players are still using XP?
    Its optional otherwise, they lose big fan base
    (0)

  2. #22
    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 Ulathskullsplitter View Post
    Yep. Exactly what i remember. They said they don't have any plans of releasing higher res textures. So i don't know where that info is coming from.
    It came up during E3 as far as I recall.

    Internal discussions on the implementation of higher resolution and or various uncompressed textures, was up for debate. They said it was still in the basic mathematical stages at the moment (i.e. "Do we have enough memory on your average DX11 card for this?"
    (0)
    Last edited by Shioban; 06-23-2014 at 10:18 PM.

  3. #23
    Player
    Gieff's Avatar
    Join Date
    Jul 2014
    Posts
    24
    Character
    Gieff Highwind
    World
    Leviathan
    Main Class
    Lancer Lv 50
    Other games have much higher resolution textures and seem to fit it into gpu memory just fine. Often those games have much larger maps (since FFXIV zones load individually anyway). Also, I'm assuming (at least hoping) the original game assets created are already a much higher resolution and aren't compressed, and were subsequently downsized and compressed to fit into the PC, PS4, and PS3 versions respectively. I don't see the harm in including a hi-res texture pack if they already have the assets, especially since players can just NOT USE IT if their respective GPU can't handle it. PC gaming and graphics are about options for the end user that scale appropriately with their individual hardware's capabilities. Right now the entire game has been reported to use at most 800MB or so of VRAM...a ton of mid-range and higher cards out there have 2+GB, so there's plenty of room to increase texture sizes and lose that nasty normal map compression for quite a few PC players.
    (1)

  4. #24
    Player
    Gieff's Avatar
    Join Date
    Jul 2014
    Posts
    24
    Character
    Gieff Highwind
    World
    Leviathan
    Main Class
    Lancer Lv 50
    I think graphic improvements will also be much much easier after they finally declare "end of life" for the PS3 version. It's the reason the game is stuck with zone loading, terrible dithery checkered "alpha" blending, limited hair styles, physics, and a slew of other compromises. I apologize to those playing on the PS3, but meeting that system's 8 year old hardware is severely limiting this game's visual and even gameplay potential.
    (2)

  5. #25
    Player
    Wolf_Gang's Avatar
    Join Date
    Sep 2013
    Posts
    475
    Character
    Ice Beam
    World
    Gilgamesh
    Main Class
    Arcanist Lv 17
    Quote Originally Posted by Kerberon View Post
    Except dx9 isnt optimized for modern systems and works the system harder for the same results.
    Most DX9 games are programmed in D3D11.

    Since is backwards compatible, they lower the Feature level to run on Dx9 systems.
    (0)

  6. #26
    Player
    Purplenum's Avatar
    Join Date
    Sep 2013
    Posts
    107
    Character
    Tom Laeplight
    World
    Gilgamesh
    Main Class
    Thaumaturge Lv 70
    How about an OpenGL client?
    (0)

  7. #27
    Player
    Saccharin's Avatar
    Join Date
    Aug 2013
    Posts
    1,128
    Character
    Blue Kitty
    World
    Moogle
    Main Class
    Conjurer Lv 84
    Quote Originally Posted by Wolf_Gang View Post
    Most DX9 games are programmed in D3D11.

    Since is backwards compatible, they lower the Feature level to run on Dx9 systems.
    While newer versions of DX add more 'graphical features' they aren't always backwards compatible. DX11 was rewritten to be more efficient and therefore works differently than DX 9.


    Quote Originally Posted by Purplenum View Post
    How about an OpenGL client?
    Why. DX9 works well as it is.
    (1)

  8. #28
    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
    How about an OpenGL client?
    Not really worth the effort when DirectX works across almost any platform (Even a PS3/4 can use it with a little tweaking).
    (1)

  9. #29
    Player
    Gieff's Avatar
    Join Date
    Jul 2014
    Posts
    24
    Character
    Gieff Highwind
    World
    Leviathan
    Main Class
    Lancer Lv 50
    I've been eagerly awaiting any news on this DX11 update, since even before version 2.0 was released. If anyone following this thread hears any more news on it, it would be excellent to let us all know! It would also be awesome if Nvidia helped implement their HBAO+ (much higher quality than the strange small-radius implementation of AO they're using now, and possibly actually more efficient for modern GPUs), as well as TXAA 2x and 4x as alternative Anti-aliasing methods. I'd be ecstatic if they were considering any additional AA options in the future as well, most notably SMAA 1x, 2sx, 2tx, and 4x variations; maybe even MSAA with alpha (as seen in CryEngine3) as it's possible with deferred rendering under DX11. Physically based rendering would be incredible for this game too but my wishlist is already pretty long here :P
    (0)

  10. #30
    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 Gieff View Post
    I've been eagerly awaiting any news on this DX11 update, since even before version 2.0 was released. If anyone following this thread hears any more news on it, it would be excellent to let us all know! It would also be awesome if Nvidia helped implement their HBAO+ (much higher quality than the strange small-radius implementation of AO they're using now, and possibly actually more efficient for modern GPUs), as well as TXAA 2x and 4x as alternative Anti-aliasing methods. I'd be ecstatic if they were considering any additional AA options in the future as well, most notably SMAA 1x, 2sx, 2tx, and 4x variations; maybe even MSAA with alpha (as seen in CryEngine3) as it's possible with deferred rendering under DX11. Physically based rendering would be incredible for this game too but my wishlist is already pretty long here :P
    Hardware Based AA is a given, even if it's not implemented it can be forced on.
    (1)

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