Eye shine is fine, it now responds to actual lighting in game instead of fake imaginary ones. It makes the eyes more dramatic in certain cases. The actual game won't look like in Benchmark.
Eye shine is fine, it now responds to actual lighting in game instead of fake imaginary ones. It makes the eyes more dramatic in certain cases. The actual game won't look like in Benchmark.
That actual completely fake and unrealistic lighting in game. So we have a choice of directly fake, or a reflection of fake. No inherent advantage to either. The choice so should only be based on what looks better, and so far the current eyes look better than anything I've seen from DT.
Would it be possible to have the static one in darker places, and dynamic based on lighting?
you could possibly have it where it "detects" a level of dark/amount/intensity of light sources in the area to switch. but tbh it might be better just for the shine to be stronger/more exagerated adaptivly . since having shiny eyes in the actual pits might be weird now.
TWO CAN PLAY AT SUBJECTIVITY,
the new one is better so that should stay
That is far less a gatchya than you seem to think. The arguement/complaint about the eyes was subjective from the very start, not something introduced by me. If you want to introduce some objective considerations, do make sure they are actually objective.
ok,
The eyes are no longer static shine and are now effected by global lightning, this is a factual statment
my feedback: global lightning still needs work, and the shine on light for eyes could go for more exageration
I love the new lighting. Maybe because I have the darkest eyes possible (for Plainsfolk Lala anyway) it's less jarring of a change for me, but it can do some cool things.
Left picture - the main catch light is in the upper left rather than at a static upper right right picture - the eye partially in the sun with the head tilted up has two different light points hitting it, the one that's more in shadow has a bit of light still hitting it in the lower right:
Last edited by Tengi; 04-18-2024 at 08:01 AM. Reason: typo
I'm thinking of some kind of LoD-type setting. Like...
Character reflections
⦿ Realistic (what's in the benchmark)
◯ Balanced (What's in the benchmark up close, & what's on live when the camera's far)
◯ Simple (what's on live)
Wish you could edit title, cause again it's apparently not static (least in-game) it's tracked by the camera being clearest from the front and fading to the side. Effectively the camera itself is casting a slight light that only affects the eyes.
Also seen some mention that the body lighting might be set to either default 50% or max resulting in worse contrast between the eyes and skin.
All in all, square should consider adding a area we can stroll through with in-game settings and lighting for their benchmark.
This is my major concern as well. I noticed how muted my boy’s eye color was more than the catchlights in the trailer, but I do a lot of gposing and I dread the thought of having to be even more fiddly with light just to get his eyes to look more alive.
Edit: A quick eye comparison I slapped together just to contribute my own example. As I mentioned, I’m more bothered by his eyes being darker in color. Tried taking them down a shade but it’s just not the same color blue anymore.
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Last edited by posona; 04-18-2024 at 07:46 PM.
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