And on the other side of the coin, getting good scaleable cloth simulation working in a setting that can well have 100 other players on screen isn't trivial by any stretch. Given that this game engine is already hugely CPU bound (And by a single composition thread at that) in high player count situations even on relatively high end CPUs, I'm not sure how people think it's going to work.
Sure FFXIV's physics are indeed utterly basic and have limitations. But they don't cause issues even on the most potato of PCs and consoles even in densely packed situations. There's method behind the madness in this case, they learned a valuable lesson in efficiency after the 1.0 situation.



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