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  1. #1
    Player
    Tehmon's Avatar
    Join Date
    Feb 2022
    Posts
    449
    Character
    Ryutaro Mori
    World
    Omega
    Main Class
    Dancer Lv 90
    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.
    (2)
    Last edited by Tehmon; 03-27-2023 at 05:53 AM.

  2. #2
    Player
    CStrife912's Avatar
    Join Date
    Jul 2015
    Posts
    470
    Character
    Alexia Kusanagi
    World
    Odin
    Main Class
    Bard Lv 90
    Quote Originally Posted by Tehmon View Post
    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.
    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.
    (2)

  3. #3
    Player
    EliaStormblade's Avatar
    Join Date
    Apr 2022
    Posts
    281
    Character
    Elia Stormblade
    World
    Zodiark
    Main Class
    Dragoon Lv 100
    Quote Originally Posted by Tehmon View Post
    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.

    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
    (2)