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  1. #21
    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 Bishop81 View Post
    Don't know about the use of tessellation. Looks tacky in most cases - not to mention the performance hit.

    Probably OK if they use it to do Q3A style LoD on curved surfaces. But the bricks and mud tracks look kind of ugly.
    When it's used properly it works great.

    But a lot of designers simply don't take enough time to adjust the bias, factors and limitations to actually suit the item they've shoved it onto. Or just crank it up and say "Here you go! 8X TESSELLATION! LOOK ITS SMOOTHER!"
    As the frame-rate plummets by a 1/4, and the testers cry.


    We tested it on a VERY low factor along-side the use of displacement maps, displacement maps were easier to control than a straight up tesselation modifier.
    The nice subtle change is noticeable but not 'in your face', whilst maintaining a decent frame-rate. But generally it's not worth it. (FFXIV was far too low poly to do this, from experience)
    (1)
    Last edited by Shioban; 12-08-2014 at 02:20 AM.

  2. #22
    Player
    CannedGeek's Avatar
    Join Date
    Jul 2012
    Posts
    19
    Character
    Cerisa Lambert
    World
    Brynhildr
    Main Class
    Lancer Lv 50
    I figure it's mostly going to be like when WoW got a DX11 client. The graphical improvements were minimal at best, but the performance improvements on newer PCs was noticeable.

    If I recall, DX11 also handles multithreading better than older versions of DirectX, meaning better performance, especially on quad/hex/octo-core processors and up.
    (0)

  3. #23
    Player
    Radacci's Avatar
    Join Date
    Aug 2012
    Location
    Gridania
    Posts
    1,699
    Character
    Austen Bloodspatter
    World
    Omega
    Main Class
    Lancer Lv 80
    Quote Originally Posted by Shioban View Post
    We tested it on a VERY low factor along-side the use of displacement maps, displacement maps were easier to control than a straight up tesselation modifier.
    The nice subtle change is noticeable but not 'in your face', whilst maintaining a decent frame-rate. But generally it's not worth it. (FFXIV was far too low poly to do this, from experience)
    All XIV models are done in really high detail, so they could use normal mapping or tesselation...sometime in the future
    DX11 client seems like a good time to add an option for it...
    (0)

  4. #24
    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 Radacci View Post
    All XIV models are done in really high detail, so they could use normal mapping or tesselation...sometime in the future
    DX11 client seems like a good time to add an option for it...

    Correct! All the character models are zone in Z-Brush then retopologised onto lower polygon models.

    However the retopologised models are very low poly, tessellation wouldn't do much to improve the overall look of the models themselves, other than maybe slightly reducing the sharp edges;


    The problem with this, is with a maximum character rendering count of...100 characters? At approximately a few thousand polygons each (currently) to double/quadruple that would cause significant performance issues.

    Higher resolution diffuse, normal and specular mapping would do fine for an MMO.
    (0)
    Last edited by Shioban; 12-08-2014 at 04:00 AM.

  5. #25
    Player Jynx's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    4,964
    Character
    Jynx Masamune
    World
    Diabolos
    Main Class
    Thaumaturge Lv 100
    Most models themselves aren't too bad it's just the poor texture quallity that really needs to go. IMHO at least.
    (0)

  6. #26
    Player MilesSaintboroguh's Avatar
    Join Date
    Nov 2013
    Location
    Gridania
    Posts
    5,764
    Character
    Miles Saintborough
    World
    Balmung
    Main Class
    White Mage Lv 100
    Yes, textures need to be improved on. Many pieces of gear look very pixliated when zoomed in on.
    (0)

  7. #27
    Player
    CGMidlander's Avatar
    Join Date
    May 2014
    Posts
    1,819
    Character
    Height Error
    World
    Jenova
    Main Class
    Samurai Lv 90
    Quote Originally Posted by MilesSaintboroguh View Post
    Yes, textures need to be improved on. Many pieces of gear look very pixliated when zoomed in on.
    Environmental textures too.
    (0)

  8. #28
    Player
    Shougun's Avatar
    Join Date
    Jan 2012
    Location
    Ul'dah
    Posts
    9,431
    Character
    Wubrant Drakesbane
    World
    Balmung
    Main Class
    Fisher Lv 90
    Quote Originally Posted by Jynx View Post
    Most models themselves aren't too bad it's just the poor texture quallity that really needs to go. IMHO at least.
    I think Yoshida is smoking some good crack when he said textures don't matter. Either that or I just didn't quite get his emphasis (imo it came across as "don't matter", maybe I misread).

    I notice low res textures all the time in ARR, best strategy to avoid that is to keep your camera away from objects but.. that solution makes sense (don't look closely lol).

    Its not the worst thing ever though, in battle or far camera scene shots I doubt you'd ever notice lol.
    (0)
    Last edited by Shougun; 12-08-2014 at 07:17 AM.

  9. #29
    Player
    Bishop81's Avatar
    Join Date
    Nov 2014
    Posts
    806
    Character
    Eldon Pierce
    World
    Behemoth
    Main Class
    Summoner Lv 60
    Quote Originally Posted by Shougun View Post
    I think Yoshida is smoking some good crack when he said textures don't matter. Either that or I just didn't quite get his emphasis (imo it came across as "don't matter", maybe I misread).

    I notice low res textures all the time in ARR, best strategy to avoid that is to keep your camera away from objects but.. that solution makes sense (don't look closely lol).

    Its not the worst thing ever though, in battle or far camera scene shots I doubt you'd ever notice lol.
    There will be a cost though, loading textures from main memory (or even hard disk) isn't free. You pay for it with longer load times.

    Is it worth it for the few moments where your camera does end up close to a surface?

    I'm not saying blurry textures are good, they aren't. Just that there is a price to pay for good textures.
    (0)

  10. #30
    Player MilesSaintboroguh's Avatar
    Join Date
    Nov 2013
    Location
    Gridania
    Posts
    5,764
    Character
    Miles Saintborough
    World
    Balmung
    Main Class
    White Mage Lv 100
    Because the camera cannot clip through solid objects, it forcefully gets close to the player and that's when we can see the low res textures. You can also see how low res some gear looks when you zoom in on yourself to take snapshots.

    Heck, you don't even have to be zoomed in; sometimes you can see certain objects having bad quality textures even from a set distance.
    (0)

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