 
			
			
				I really can't say, but I hope it has to do with the coding and technical side of things.
That said, my expectations are going to be the bare minimum of what we've seen so far, plus.. I guess a few things I find reasonable, like better/actual antialiasing. I'm trying not to oversell it right now.
 
			
			
				Could be stuff like environmental additions. Could be something like tweaks to anti-aliasing and v-sync. Never know until it gets fully revealed.
I hope it's increased character customization options.
Though I'm guessing it has to do with lighting, since it's real janky and often criticized. Unless that has already been addressed and confirmed.
In the end, who knows what '' immediate aesthetical aspects '' when it comes to a visual upgrade.
Last edited by Tehmon; 03-27-2023 at 05:53 AM.
Hopefully something superior than what modders have been doing for years.




 
			
			
				we do know they are going to increase light sources, the amount of objects in areas, and the reflections and textures of somethings..,I hope it's increased character customization options.
Though I'm guessing it has to do with lighting, since it's real janky and often criticized. Unless that has already been addressed and confirmed.
In the end, who knows what '' immediate aesthetical aspects '' when it comes to a visual upgrade.
and then armors and characters.<npcs included, with those taking from Characters getting the changes day 1, whilst those more "special" getting changes overtime>
edit:
well one thing for sure from that LL awhile back..,
They don't plan to go photorealistic, if their jebait was anything to take from.
Last edited by GTK0HLK; 03-27-2023 at 06:00 AM.
Lighting and soft shadows or 'self shadows' are my main excitement here because there are some scenes where the lighting is directly above you and you just look like a plastic doll. So self shadows and skin shaders etc can alleviate that for the most part. I personally want to see the memory allocation side of things for animation and world object density. Put in more npcs and objects and make the world feel alive or put in flying airships overheard etc just to bring some more bustle to the cities.I hope it's increased character customization options.
Though I'm guessing it has to do with lighting, since it's real janky and often criticized. Unless that has already been addressed and confirmed.
In the end, who knows what '' immediate aesthetical aspects '' when it comes to a visual upgrade.
Improved lighting is part of the whole package they've already talked about.I hope it's increased character customization options.
Though I'm guessing it has to do with lighting, since it's real janky and often criticized. Unless that has already been addressed and confirmed.
In the end, who knows what '' immediate aesthetical aspects '' when it comes to a visual upgrade.
What they've talked about/shown off:
- Mesh improvements (to the face, at least. Extrapolating that it'll apply to the entire body too, that just makes sense)
- Material improvements (their example: gold actually looking like gold, so that would indicate better and more PBR shaders with metalness and roughness workflows)
- Texture upres (speaks for itself)
- Lighting improvements and adding more lighting points and hues (ditto)
- Improved shadow resolution
- Improved foliage. (Also ties into texture resolution since the transparency of cutouts is also driven by texture maps) Presumably improved trees as well
- Increased ground and environment clutter to offset some of the tiling/sameyness and instill a more "lived in" feel. Their example was Thavnair, but we've no idea if they'll apply this to all old content (hopefully)
- Upgrading custom NPCs. Since some of them are their own meshes, they might not automatically improve with the rest and need a custom touch; they indicated doing that in batches. (Think Varis, Crystal Exarch, etc.)
What we may infer/assume/reasonably hope for, but it hasn't been stated or shown outright:
- New/better antialiasing, which is long overdue. By years, actually. If they don't add it now, that's a real flop on their part.
- Better environmental effects, like distance and height fog (does well at creating a sense of scale and distance)
- Introducing more texture maps for landscape meshes, blending between them and creating more irregularity/randomness on ground planes rather to get rid of obvious tiling
- Subdivision of landscape geometry so they can get rid of jarring sharp elevations where they need to. Not to be confused with dulling mountains, just smaller and more gradual inclines and hills
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 Originally Posted by RitsukoSonoda
 Originally Posted by RitsukoSonoda
					
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