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  1. #1
    Player
    Nekodar's Avatar
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    Feb 2013
    Location
    Ul'dah
    Posts
    2,104
    Character
    Nyaano Nohea
    World
    Midgardsormr
    Main Class
    Conjurer Lv 70
    Quote Originally Posted by Gieff View Post
    If SE cares as much about graphics and their artists' work as much as they say they do, why not go a little further to ensure their hard work isn't obscurred by jaggies, dot crawlies, and temporal nasty noise?
    Would you be willing to delay HW for another month or two just for more AA options? (assuming they won't have any more at early access/launch)
    Delay times pulled out of the ass just for illustration.
    As demonstrated already, the DX11 version does give a visual upgrade compared to DX9. While better AA is desirable, I myself would not be willing to accept more delays just for that. It's something that can be added post-release.
    (0)

  2. #2
    Player
    Gieff's Avatar
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    Jul 2014
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    24
    Character
    Gieff Highwind
    World
    Leviathan
    Main Class
    Lancer Lv 50
    Quote Originally Posted by Nekodar View Post
    Would you be willing to delay HW for another month or two just for more AA options? (assuming they won't have any more at early access/launch)
    Delay times pulled out of the ass just for illustration.
    As demonstrated already, the DX11 version does give a visual upgrade compared to DX9. While better AA is desirable, I myself would not be willing to accept more delays just for that. It's something that can be added post-release.
    I'd be perfectly fine with the release as-is if a dev there would just flat out say "Yes, we're aware that aliasing is an issue in the game affecting quality, and we are currently working with Nvidia or whomever to implement MSAA and other related methods into the DX11 client. It will be added as shortly after the HW release as possible"

    So far we have heard NOTHING, not even an acknowledgement or response, and no one interviewing people at SE seem to ask the right questions to the devs or Yoshida in order to get a direct answer about the topic. It's more the complete lack of acknowledgement and the vague opacity that's bothersome, not the fact that it won't be available at HW's release. They could already have it fully working on a test build of the client, yet we have no idea if they even know what SMAA 2Tx is.
    (2)
    Last edited by Gieff; 06-06-2015 at 05:31 AM.

  3. #3
    Player
    hikariinu124's Avatar
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    Jan 2014
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    27
    Character
    Eluna May
    World
    Omega
    Main Class
    Pugilist Lv 80
    Quote Originally Posted by Gieff View Post
    and no one interviewing people at SE seem to ask the right questions to the devs or Yoshida in order to get a direct answer about the topic.
    God this drives me nuts, the same generic questions over and over...
    (5)

  4. #4
    Player
    Anty's Avatar
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    Mar 2011
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    625
    Character
    Anty Lion
    World
    Sargatanas
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    Conjurer Lv 60
    Quote Originally Posted by hikariinu124 View Post
    God this drives me nuts, the same generic questions over and over...
    i'm pretty sure that 90% of the questions are given to the interviewers by SE (or are preselected). If i look at most interviews and compare them to what people comment on ... there is worlds in between.
    But yeah, we might get additional hairstyles. isnt that what matters in the end`/sarcasmoff
    (1)

  5. #5
    Player
    Edellis's Avatar
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    Dec 2013
    Posts
    754
    Character
    Ixora Lepta
    World
    Zalera
    Main Class
    Archer Lv 73
    Quote Originally Posted by hikariinu124 View Post
    God this drives me nuts, the same generic questions over and over...
    To be fair, Square Enix has recently started openly discussing things that most companies avoid like a plague. And they're a Japanese company, no less. Hell, during an FFXV interview, they openly called their AI stupid. The AI is like 70% of the battle system.

    Meanwhile, Naughty Dog will deny TLoU's AI downgrades from its demo showings. Ready at Dawn tried the shit out of the gaming community by trying to argue 30 FPS being superior to 60.


    If SE's questions are preselected, then they aren't very smart or picky about them.






    Also, since we're talking about programming graphical engines

    *settles in armchair*

    it would be SO easy for SE to implement AA systems. Man they are such dinosaurs, amirite

    Real talk, Square is sitting one one of the most impressive graphical engines shown this generation, and they don't even make PC games. I'm sure they're aware of everything brought up by you wonderful people in this thread.
    (0)
    Last edited by Edellis; 06-07-2015 at 11:43 PM.

  6. #6
    Player
    Onikimaru's Avatar
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    Sep 2014
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    443
    Character
    Ellie Fredericksen
    World
    Phoenix
    Main Class
    Pugilist Lv 60
    Quote Originally Posted by Edellis View Post
    Real talk, Square is sitting one one of the most impressive graphical engines shown this generation, and they don't even make PC games. I'm sure they're aware of everything brought up by you wonderful people in this thread.
    Are you talking about the DX12 tech demo nvidia showcased?
    (0)

  7. #7
    Player
    Gieff's Avatar
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    Jul 2014
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    Character
    Gieff Highwind
    World
    Leviathan
    Main Class
    Lancer Lv 50
    Quote Originally Posted by Edellis View Post
    Real talk, Square is sitting one one of the most impressive graphical engines shown this generation, and they don't even make PC games. I'm sure they're aware of everything brought up by you wonderful people in this thread.
    If that's the case, then it would be awesome if they would just tell us so, and explain the technical reasons why they have yet to implement said methods in their big money making PC game. Even when discussing and their new DX12 demos based on the Luminous engine, they don't go into AA methods nearly enough. I think it's more of an industry-wide failure to recognize the importance of proper anti-aliasing. Lack of aliasing, along with physically accurate depth of field and motion blur, are three critical differences between a "game" and a high budget CG movie. Pixar identified and successfully implemented these things at SIGGRAPH with their very first CG demo in 1984. Why are most game developers 31 years behind on "getting it"?
    (0)