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  1. #1
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    AO is not bugged, but unoptimized. It gets applied to the whole world and that kills performance. Just like Player Characters tax the engine the same if they are in front of you or at the max draw distance.

    But here is a shocker for you: Water reflections are a shader too and I don't see it killing my performance.

    You guys should probably stop with the "I am a developer", "I know coding" thing, you obviously lack the most basic technical knowledge.
    (1)
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  2. #2
    Quote Originally Posted by Ilean View Post
    AO is not bugged
    It's bugged. Unoptimized AO doesn't kill your FPS by up to 50%, sometimes more if your rig isn't up to par. I've played games with unoptimized AO and that's just not properly shading the areas it should, not killing my FPS.

    But here is a shocker for you: Water reflections are a shader too and I don't see it killing my performance.
    Here's a shocker for you:

    So is Bloom.

    Know what else is a shocker?

    There's varying levels of what a shader does. Some require more performance than others. You speak of people not knowing basic knowledge, you seem to forget that different shaders are manipulated through different means.
    (3)

  3. #3
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    Quote Originally Posted by Elexia View Post
    It's bugged. Unoptimized AO doesn't kill your FPS by up to 50%, sometimes more if your rig isn't up to par. I've played games with unoptimized AO and that's just not properly shading the areas it should, not killing my FPS.



    Here's a shocker for you:

    So is Bloom.

    Know what else is a shocker?

    There's varying levels of what a shader does. Some require more performance than others. You speak of people not knowing basic knowledge, you seem to forget that different shaders are manipulated through different means.
    Whatever, you call it bugged if you want, doing what it's supposed to do at performance cost is called being unoptimized in my book, but I am done arguing semantics with you.

    Bottom line is:
    You are arguing against possible underwater content because Ambient Occlusion is inefficient.
    You are vilifying shaders because AO is inefficient.
    You are probably too ignorant to understand or purposely ignoring the fact that the engine already has tens of shaders running.
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  4. #4
    Quote Originally Posted by Ilean View Post
    Bottom line is:
    You are arguing against possible underwater content because Ambient Occlusion is inefficient.
    Bottom line is:

    You're drawing your own conclusions and adding words to other's posts, especially when they counter your argument. For example you decided to bring up renders, I mentioned they didn't get even a basic shading technique to not be bug free, you then say my arguement is based on AO's bugginess because you feel it gives your argument more weight.

    If you recall, my argument was:

    Mocap isn't the problem. "Swimming" and etc truly is a worthless mechanic unless the game is designed for it, which XIV is not. There's nothing under the water in XIV for example, it's not like FFX where there's a very obvious use for water mechanics even if it was physic raping.
    Therefore plopping in mechanics for no reason not only makes zero sense because they would have no immediate use, Yoshida himself said he won't make mechanics unless he has a proper use for them, i.e Group Crafting.
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  5. #5
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    Water reflections is a basic shader technique. To the best of my knowledge it's bug free.

    Also it was you who jumped into my discussion with the lolomgheisagamedeveloper guy, I never said anything against the point you made, which by the way I agree with.

    I am hoping for underwater being implemented at some point, perhaps as a feature in an expansion, and yes, once it makes sense gameplay wise.

    Quote Originally Posted by Elexia View Post
    Bottom line is:

    You're drawing your own conclusions and adding words to other's posts, especially when they counter your argument. For example you decided to bring up renders, I mentioned they didn't get even a basic shading technique to not be bug free, you then say my arguement is based on AO's bugginess because you feel it gives your argument more weight.

    If you recall, my argument was:



    Therefore plopping in mechanics for no reason not only makes zero sense because they would have no immediate use, Yoshida himself said he won't make mechanics unless he has a proper use for them, i.e Group Crafting.
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  6. #6
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    Ladies ladies, your all pretty

    enough with the dumb bickering :P


    this discussion is pointless at this point

    jump will eventualy be added
    but its low priority(with good reason)
    yelling at SE and making ultimatums will not get it in faster

  7. #7
    Player
    Archon_Diabolos's Avatar
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    May 2011
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    Corneria
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    Character
    Archon Diabolos
    World
    Hyperion
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    Thaumaturge Lv 52
    I say make jump only activate when you collide into something that is jump-able, and not necessarily a button to push. Simple enough.
    (2)

  8. #8
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    Quote Originally Posted by Archon_Diabolos View Post
    I say make jump only activate when you collide into something that is jump-able, and not necessarily a button to push. Simple enough.
    That may not be a bad idea either.
    (1)

  9. #9
    Player
    Synthesis's Avatar
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    Character
    Green Green
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    Ragnarok
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    Archer Lv 20
    Other things are more important than jumping asap.
    (2)

  10. #10
    Player
    PikachuLink's Avatar
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    Character
    Zora Zora
    World
    Balmung
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    Arcanist Lv 50
    to me jumping is a very high priority and the dev team is being ignorant of its usefulness. jumping adds travel benefits realism boss or mob mechanics and opens up new ways to design ingame zones. with the implimentation of jump you will see a massive increase in player population just from 1 feature....when people new to FF mmo start this game one of the first things they see is "oh i cant jump this sucks"
    (1)

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