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  1. #1
    Player
    Tiraelina's Avatar
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    Mar 2011
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    476
    Character
    Tiraelina Kyara
    World
    Sargatanas
    Main Class
    Pugilist Lv 70
    Quote Originally Posted by kikix12 View Post
    resolution is part of the quality, but quality is NOT part of resolution

    Simple proof of concept is upscaling which doesn't in itself affect the quality in any significant manner.
    I didn't know we were talking about 4k skyrim mods and not a business with all the source assets.

    Starting from a higher resolution is generally easier to work with the pipelines being used. This is why a lot of older games ended up with addons to increase texture resolution, they already had them at their higher, native size. You can always go down, never higher. While SE may have the sculpts, how they handled the diffuse and masks is another matter.

    Everything else is getting so far off the mark its ridiculous. The nitpicking between quality and resolution, you are either using the extra resolution or you're not. If you aren't then it doesn't matter and you're just wasting memory. The end.

    I really have no idea what part you are getting at that more work is needed after except normal maps. Which out of everything are as simple as changing the output resolution. Normal maps aren't the problem to warrant rebaking, which doesn't take that long regardless.

    Other aspects? They're not doing enough with shader math for it to even start being considered a factor.

    Quote Originally Posted by Astarotha View Post
    a more immediate issue would be that every object altered as such adds another active hitbox to the area youre in, and while that could pose a server traffic issue it more likely could cause problems with multiple people hitting the same trigger or standing in a shake trigger for a long time bogs down other people, if its solely client side and nobody else triggers this box (ie doors in gpose ignore other people going in and out in the main game) thats still upwards of 100 extra objects in each area actively checking if the player is within its boundaries
    Cosmetic effects like these would only ever be client side. It's a lot simpler than you might imagine and mostly a vertex shader, no extra objects needed.
    (3)

  2. #2
    Player
    kikix12's Avatar
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    May 2017
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    953
    Character
    Seraphitia Faro
    World
    Midgardsormr
    Main Class
    Scholar Lv 80
    Quote Originally Posted by Tiraelina View Post
    Starting from a higher resolution is generally easier to work with the pipelines being used.
    1) They DO NOT HAVE the higher resolution textures! They already said that to save money they were preparing ALL the assets at low resolution!
    2) IT'S NOT ABOUT 'EASY' OR 'HARD'. It never was.

    Quote Originally Posted by Tiraelina View Post
    I really have no idea what part you are getting at that more work is needed after except normal maps.
    I keep saying time and time and time again. THIS HAVE NOTHING TO DO WITH DIFFICULTY!!! It's all about the time and money!

    They chose to not cater to high-end computers to save money, because 1.0 doing that ended up putting the whole company in financial troubles (on top of it being simply a bad game). And they decided that if they're going to aim for the low-end PC's with A Realm Reborn, making high-res textures is just a waste of money. It is not hard, but it costs extra. It does not fit their business model.


    I have no idea how on earth there are people that STILL cannot understand this after three large posts trying to explain it. The only thing to argue here is whether they made a good business decision to save money by not working on high-res textures and whether they should stop doing that in the future. That's all. BUT YOU DIDN'T EVEN SAY A WORD ABOUT THAT!!!

    And yes. At this point I'm quite irked, to say the least, so I'll be taking my way out of here. It's not worth the time and nerves to deal with ya beyond that.
    (1)

  3. #3
    Player
    Astarotha's Avatar
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    May 2017
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    204
    Character
    Astaroth Karnaim
    World
    Leviathan
    Main Class
    Summoner Lv 80
    Quote Originally Posted by Tiraelina View Post
    Cosmetic effects like these would only ever be client side. It's a lot simpler than you might imagine and mostly a vertex shader, no extra objects needed.
    youd still need some kind of trigger to tell the client "hey theres somebody (you) standing in the shake zone, shake the bush" hence the last part of my statement. it could be done through altering object properties in the model files for foliage yes, but again think about how many bushes are in an area and how many extra triggers/listeners that adds to every area in the game
    (1)