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  1. #11
    Player
    Reginald_Cain's Avatar
    Join Date
    Sep 2020
    Location
    Gridania
    Posts
    631
    Character
    Reginald Cain
    World
    Exodus
    Main Class
    Machinist Lv 100
    Quote Originally Posted by CidHeiral View Post
    Even in brand new zones it's horrendous. These shots are from Occult Crescent. They look like something you'd see in someone's low effort map maker project in another game where they just selected the texture brush and swiped it across the ground a couple times. Certainly not something I would expect to see after they made such a big deal about the graphical update.







    For comparison here are some shots from World of Warcraft. If there's tiling happening here it's at least much more difficult to spot.





    Yo Cid, thank you for proving im not crazy about how bad the textures on oc look. I love the ff5 references and green aesthetic of OC but the buildings being recycled HW and ARR textures is ROUGH. I didn't really notice the wilderness tiling till you pointed it out. Lets hope north horn is something closer to pyros or anemos because I haven't been a fan of the countless wasteland tile sets. We got both bozja zones and 2 cosmic exploration zones besides Phaenna that feel like rock fields. Sorry about that heated moment in the tank forums by the way.
    (3)
    I'm like crit melds fine, I wonder when they'll be me mine! penta meld then i hit rewind, to watch it slot one more time and I got thit SODA!

    -Reginald Pain #1 on the fa mic, blessed with Hydaelyns might, I'll kill ya on sight... *POW*

  2. #12
    Player
    CidHeiral's Avatar
    Join Date
    Dec 2021
    Posts
    1,695
    Character
    Cid Heiral
    World
    Hyperion
    Main Class
    Dragoon Lv 100
    Quote Originally Posted by Reginald_Cain View Post
    Yo Cid, thank you for proving im not crazy about how bad the textures on oc look.
    The whole zone seems very quickly and haphazardly designed. The tiling is awful, the props have little variety and are haphazardly scattered around, the stone wall around where you first zone in is just a very small section duplicated numerous times which doesn't line up properly, etc. It all looks very amateur which again is quite surprising given that the graphical updated was a main feature of the expansion and the regular outdoor zones actually improved quite a bit from previous expansions.


    Quote Originally Posted by Reginald_Cain View Post
    Sorry about that heated moment in the tank forums by the way.
    No worries, we're all passionate about what we think is best for the game and things can get heated sometimes.
    (2)

  3. #13
    Player
    ZephyrMenodora's Avatar
    Join Date
    Oct 2014
    Location
    Gridania
    Posts
    2,413
    Character
    Zephyr Menodora
    World
    Zalera
    Main Class
    White Mage Lv 100
    For all the unacceptable issues XIV has, this is one of them.

    I guess if this is something I ever noticed, it just slipped out of my mind personally.
    (0)

  4. #14
    Player
    Doopliss's Avatar
    Join Date
    Jan 2016
    Posts
    317
    Character
    Reverie Arbeau
    World
    Balmung
    Main Class
    Monk Lv 100
    This has been something bothering me for forever too. Even though the same tiling existed pre-7.0, I swear it was way way way less blatant before the graphics update (and while I am in general somebody who dislikes many parts of the graphics update, I promise I'm not trying to be biased here--I like taking screenshots so it's something I've happened to notice here and there and got bummed out about). Of course, I don't know enough about environments to understand why that is? Still, I keep hoping one patch the majority of these areas will get fixed...
    (1)

  5. #15
    Player
    Valence's Avatar
    Join Date
    Oct 2018
    Posts
    5,229
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    Quote Originally Posted by UNDEAD10000 View Post
    Reusing texture tiles is very common thing in games but problem with FFXIV is that they reuse same very small ground texture tile in row which then makes ground on many maps look horrendous.

    Even reusing same very small ground texture tile is all about saving time and resources but they should made the ground texture tile lot bigger and have at least 4 different variations of the same ground texture tile to make ground texture look bit better and don't have this low effort copy & paste look.
    I won't get too much into details but from my experience what I've seen done is usually on two layers:

    - Background fillers: they're essentially filling the whole basic textures of the map and cover large surfaces. Requirements for those are generally soft textures with very little variations so that said variations can't really be detected immediately when it tiles over and over. It's also possible to add systems that do blend multiple background textures into the same surface filler according to a texture map you feed to the system, for example the most basic being a greyscale map where one texture is assigned to the whites and one to the blacks, and everything between gives you a blend of both depending on the level of grey you have. Having such systems can allow you to get more details that stick out because all the perlin-type noise given by the greyscale map will hide a lot of the tiling... until you zoom out way further enough so that this map tiling can also start showing patterns (which should usually be hidden by LOD rendering taking over and blurring textures past a point in zoom). I do not know if they use those in their map making pipeline, which from what I've seen on their game editor and processes they showed like 2 expansions ago during a fanfest keynote, was extremely old school and basic.

    - Sticker textures: they're essentially where you put all your nitty gritty details, like rocks, metal pieces, gravel, motes of grass, etc. Level builders and environment artists generally place those manually on the map precisely to avoid repetition and tiling and to have them where it enhances the whole thing. They're generally enough in tandem with 3D items to cover for all the "blandness" you'd get otherwise with just the background.

    You can of course complexify this a lot more by adding color maps instead of greyscale to assign more textures at once to backgrounds, you can generate groups of items and stickers built by the environment artists that you can then use as lego blocks to build up (bottom up) to bigger and bigger ones that can be re used around and that can flesh up the map even more. There is a lot that can be done on that front but at the cost of resources and time.

    Thank you for listening to my TED talk.

    Quote Originally Posted by Doopliss View Post
    This has been something bothering me for forever too. Even though the same tiling existed pre-7.0, I swear it was way way way less blatant before the graphics update (and while I am in general somebody who dislikes many parts of the graphics update, I promise I'm not trying to be biased here--I like taking screenshots so it's something I've happened to notice here and there and got bummed out about). Of course, I don't know enough about environments to understand why that is? Still, I keep hoping one patch the majority of these areas will get fixed...
    Because unfortunately the more a texture is a sludge of pixels, the more it blurs everything into a single piece. The more you crank up the resolution, you end up doing the exact opposite which is similar to sharpening the textures. By doing so all the details start coming up and don't get drowned into the sludge anymore. This means you do need to also update the processes and sometimes even the environment builds you already have when upgrading.
    (4)
    Last edited by Valence; 02-03-2026 at 09:55 PM.

  6. #16
    Player
    Xieldras's Avatar
    Join Date
    May 2019
    Posts
    251
    Character
    Xiel Naweh
    World
    Seraph
    Main Class
    Bard Lv 100
    I have a feeling the texture tiles' images are far too small to save up on memory space, but holy hell this would get you a shitty grade at art school if you handed that in.
    (0)

  7. #17
    Player
    Connor's Avatar
    Join Date
    Feb 2013
    Location
    Limsa Lominsa
    Posts
    2,382
    Character
    Connor Whelan
    World
    Odin
    Main Class
    Bard Lv 100
    Guys please, small indie company SE doesn’t have the money or resources to *checks notes* properly implement literally the most basic of graphical processes.

    I mean I don’t know anything about game development but that’s not gonna stop me criticising them. That sign can’t stop me; I can’t read!
    (3)

  8. #18
    Player
    Deejudanne's Avatar
    Join Date
    Aug 2021
    Posts
    115
    Character
    Maple Rue
    World
    Twintania
    Main Class
    Dancer Lv 100
    congrats you realized developers reuses assets to save time & space, if you open your eyes you'll notice the same in most games to a degree
    (1)
    These people really complaining about an MMORPG being grindy ICANT

  9. #19
    Player
    Reginald_Cain's Avatar
    Join Date
    Sep 2020
    Location
    Gridania
    Posts
    631
    Character
    Reginald Cain
    World
    Exodus
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Deejudanne View Post
    congrats you realized developers reuses assets to save time & space, if you open your eyes you'll notice the same in most games to a degree
    Bruh I've known they do this and it's fine to a degree. Reusing enemy models from ff12 and ff11 is cool to me. Wanting to reuse textures from old areas wouldnt be so bad of they upscale the ones from ps3 era. The walls in the machi area of OC look so bad compared to some of the other areas because that they are ripped from dunscaith and placed next to dawntrail grass and forest textures. The resolution contrast is really noticeable
    (1)
    I'm like crit melds fine, I wonder when they'll be me mine! penta meld then i hit rewind, to watch it slot one more time and I got thit SODA!

    -Reginald Pain #1 on the fa mic, blessed with Hydaelyns might, I'll kill ya on sight... *POW*

  10. #20
    Player
    Reginald_Cain's Avatar
    Join Date
    Sep 2020
    Location
    Gridania
    Posts
    631
    Character
    Reginald Cain
    World
    Exodus
    Main Class
    Machinist Lv 100
    Devs should prioritize content over graphics but let's hope that we have beautiful exploration zones in the future like pyros

    Also did you guys know a bunch of the bozja robots are ripped models from ff type zero? I thought that was cool
    (0)
    I'm like crit melds fine, I wonder when they'll be me mine! penta meld then i hit rewind, to watch it slot one more time and I got thit SODA!

    -Reginald Pain #1 on the fa mic, blessed with Hydaelyns might, I'll kill ya on sight... *POW*

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