I've compiled a short list of various graphical glitches, errors, and just plain *laziness* of the dev team in the production of the new Heavensward areas. Needless to say, if these are the result of PS3 limitations, then official support for that system needs to go. Now. These are all unacceptable, and are taken on a PC with all the settings tuned to maximum. If you can't bin the PS3 support, at the very least allow an option to download higher-vertex models and high res textures, because some of these are just pathetically bad. Either fix the PC version or I'll just have to let my subscription lapse.
FFXIV has an amazingly high standard for its models, textures and maps in every other area of the game. The bump maps are fantastic, and the lighting just works. What the heck happened in HW production??
- Pillars at Anyx Trine aetheryte are levitating off the ground and poorly modelled.
- Laughably low resolution textures in the "nests" in Sea of Clouds where captured soldiers are kept. Am I playing a PS1 game??
- This is perhaps the most offensively bad model in the game. What am I looking at here? It's ostensibly a tarp for a camp, but all I see is a mess of blue polygons. And using the "out of sight, out of mind" excuse doesn't count for much, given that I happened to find another player literally standing on top of this pile of 12 polygons.
- The number of polygons used in the stage for Singularity Reactor is astoundingly low. The textures are so janky that no amount of anisotropic filtering is fixing their pixellation. I can't even tell what I'm looking at on the wall. Is it flesh? Rock? Veins? I just see "mashy pinkish blob on dirty purple blob". The entire area needs to be completely remodelled and retextured.
- Minion flavour text crops outside of speech bubble. Needs to be revamped with proper padding on all dialogue boxes.
- I stood next to this "hilltop" outside Idyllshire (near Alexander) to demonstrate the sheer SCALE of these low-polygon problems. There are three triangles here. Three. To make a human-sized hill. The entire hillside has fewer polygons than a fence at the edge of Limsa Lominsa. This clearly bespeaks major problems with the priorities of the development staff. I'm not even going to mention the glossy, plastic "grass". What happened to the amazing texture qualities of this game going into Heavensward?
- More bad texture work. Far too low resolution for such a large object, and the rims of the leaves are covered with a sickly yellow. It's very disconcerting to see a weird, giant, flat blob of poorly drawn green and yellow splotches floating in the air where a tree should be. There aren't even individual leaves here; just a tesellated texture patern. Yuck.
- This is less of a clear graphical error and more an example of sheer laziness- the entire wall is a single rectangle. Nothing to break it up. No attempt was even cursorily made at decorating it. A clear decrease in quality from the buildings in ARR.
- Even at maximum settings, mid-range distances lose all shadows and virtually all textures, water becomes a filthy green-blue colour, and the entire area looks at though it were composed within MS Paint.
- Another example of lazy mapmaking- grass hovers over the streets of Idyllshire and surrounds. Also note the ridiculous, uninterrupted, lazy triangular white barriers on all the roads and pathways. Talk about immersion breaking. :|
- Textures so murky you can see the individual pixels (smoothed out though they may be) at the Great Gubal Library.
- Another example of lazy modelling- the turret is an ultra-low-poly cylinder that's just had a grass texture sprayed on.
- Low poly, low res, low detail branches completely ruin the illusion of it actually being a tree fort.
- Gargantuan, extruded hexagons. What are they? I honestly have no clue. Again, amazingly low-poly for such a large landscape feature. Not as bad as the 3-triangle hill, but still shamefully bad to ship in a finished product. Let's ignore the textures, because nothing good can be said of them, either.
- A "bush"??? Again, sheer laziness and extreme conservatism with regard to system resources- an obvious nod to PS3 limitations.
- Another graphical glitch with the rendering engine- under direct sunlight or at particular angles, the gigantic (sloppy) rock walls that surround most heavensward areas become reflective and shiny, like they've been coated in nail polish. Why??
As I said, these issues *need* to be fixed. Either release a higher-quality model and texture pack for PC, or remove PS3 support ASAP and release a patch fixing these for everyone.
This is unacceptable. If I don't get some kind of response (please, at least a "We're aware this is a problem"), then I have no choice but to cancel my subscription.