Ugh well that sucks.. .is there no way to keep using the earlier than dx11 then, it comes with the expansion, right? I'd be happy to give up on the other stuff it might bring if I can keep this shimmer free and clean looking.
You CAN use the original DX9 client with Heavensward to continue using SGSSAA, but you'll be missing out on:
- DX11's increased draw calls/CPU/GPU efficiency (more consistent FPS/performance on modern hardware)
- Improved skin shaders
- HBAO+ (huge improvement on soft shadows and lighting)
- Tessellation and POM which will make the ground not look boring and flat
- Realtime reflections on shiny floors and surfaces
- Uncompressed textures and normal maps (bye bye blocky artifacts on every textured/bumped surface)
- Tessellated water (real actual waves in the water instead of flat water with pretend textured waves)
- Water caustics (those cool shiny light pocket patterns you see on the bottom of water surfaces, caused by light refraction on a wavy liquid surface)
We shouldn't have to make this tradeoff, that would mean SE's work on DX11 was a complete waste for many if it doesn't include better AA options (which was one of the most requested DX11 features to begin with...)
Oh okay, none of those say anythign to me but I'm fairly sure I won't miss any of those if I get to keep the antialiasing. But I'll wait and see, I can at least give them a tryYou CAN use the original DX9 client with Heavensward to continue using SGSSAA, but you'll be missing out on:
- DX11's increased draw calls/CPU/GPU efficiency (more consistent FPS/performance on modern hardware)
- Improved skin shaders
- HBAO+ (huge improvement on soft shadows and lighting)
- Tessellation and POM which will make the ground not look boring and flat
- Realtime reflections on shiny floors and surfaces
- Uncompressed textures and normal maps (bye bye blocky artifacts on every textured/bumped surface)
- Tessellated water (real actual waves in the water instead of flat water with pretend textured waves)
- Water caustics (those cool shiny light pocket patterns you see on the bottom of water surfaces, caused by light refraction on a wavy liquid surface)
We shouldn't have to make this tradeoff, that would mean SE's work on DX11 was a complete waste for many if it doesn't include better AA options (which was one of the most requested DX11 features to begin with...)
Indeed. I heard somewhere (not sure if it's official or not) that the UI scaling is being reworked for 3.0, so with any luck it'll be improved. Still, considering my 290 cards don't officially do 3840x2160 in VSR (and any non-2:1 scaling looks like crap) it'd be nice if the game client was actually responsive to forced driver settings so I could use SSAA instead.The UI in this game sucks in terms of scaling options, lack of dynamic scaling with resolution changes, and is not game-resolution independent. As the monitor standard continues to move towards 1440p, 4K, and 5K, hopefully they'll at least address the UI scaling problems, which will make downsampling AA methods much easier to implement.
Remember that the devs have stated that more graphical options will be added in the future when newer cards get more features. They will probably port to DX12 later on. I read that it took one online company 6 weeks to port from DX11 to DX12 for their game.
Hoping UI scaling is fully inline to where it should be, they really only scoped this game out at 1920x1080 p for some reason. Also with this, DX 12 will be nice, but currently no GPU out at the moment actually supports that we know of of FULL DX12 features, we won't see this come about for another few years, I would predict when the next gen of consoles arrive which would use this kind of hardware in the first place. So really looking at another 5 years minimum for SE to even consider it due to the install base even on the PC side of things.
The important note in that is FULL before people go off on one, the 970+980 and the modern AMD cards are rumoured to be using only partial of DX 12 features, Nvidia side of things a bit more so far.
What exactly is "full" dx12?... Also with this, DX 12 will be nice, but currently no GPU out at the moment actually supports that we know of of FULL DX12 features, we won't see this come about for another few years, I would predict when the next gen of consoles arrive which would use this kind of hardware in the first place. So really looking at another 5 years minimum for SE to even consider it due to the install base even on the PC side of things.
The important note in that is FULL before people go off on one, the 970+980 and the modern AMD cards are rumoured to be using only partial of DX 12 features, Nvidia side of things a bit more so far.
Support for all Feature_Levels under DX12, with every feature at max tier?
nVidia Maxwell 2 architecture supports FL 11_0, 11_1, 12_0 and 12_1 iirc at at least minimum tier for each FL. (edit: should be noted also that DX12 feature level 11_1 and DX11 feature level 11_1 are slightly different as well, afaik)
AMD have more Tier 3 support for features, but lack Feature_Level 12_1...
http://www.gamespot.com/articles/new.../1100-6424846/ More info here :P
Last edited by Onikimaru; 06-13-2015 at 04:43 AM.
Any XIV news with respect to DX11 graphics settings and options coming out of E3? I know they have playable demo stations of it set up there.
You can use SGSSAA or w/e it's called w/ the DX11 client. Why wouldn't you? It's just taking an image rendered at one resolution and scaling it to another.You CAN use the original DX9 client with Heavensward to continue using SGSSAA, but you'll be missing out on:
- DX11's increased draw calls/CPU/GPU efficiency (more consistent FPS/performance on modern hardware)
- Improved skin shaders
- HBAO+ (huge improvement on soft shadows and lighting)
- Tessellation and POM which will make the ground not look boring and flat
- Realtime reflections on shiny floors and surfaces
- Uncompressed textures and normal maps (bye bye blocky artifacts on every textured/bumped surface)
- Tessellated water (real actual waves in the water instead of flat water with pretend textured waves)
- Water caustics (those cool shiny light pocket patterns you see on the bottom of water surfaces, caused by light refraction on a wavy liquid surface)
The DX9 client is perfectly capable of realtime reflections, skin shaders, Water caustics, and "uncompressed" textures. Uncompressed textures are no different than and uncompressed image. A PNG looks just as good an uncompressed BMP file, despite being compressed. The game doesn't include support ultra-high resolution textures, which I assume you are refering too. And unless your constantly face planting walls it shouldn't be much of a problem.
Find it funny that everyone here seems to think FXAA isn't "hardware anti-aliasing" while every other kind is. FXAA uses the GPU's pixel shaders to do a post analysis pass on the rendered image. SMAA does something very similar. Perhaps in the future, they may implement MSAA + FXAA, which would be nice. Though not necessary.
Last edited by Laraul; 06-17-2015 at 11:42 PM.
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