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  1. #1
    Player
    Sheer's Avatar
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    Aug 2013
    Location
    Ul'Dah
    Posts
    175
    Character
    Sheer Slayne
    World
    Leviathan
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by Tupsi View Post
    I understand what you mean especially if you consider "because we want to" as a reason, honestly, as I've said before while it feels they took steps forward they took many steps backwards.
    Assuming that the development team took away good features "because they wanted to" is rather inconsiderate. We don't know how long those little features actually take. We don't know how taxing those little features were on the game's optimization unless they tell us - for example, like Yoshi-P mentioned in his seventh letter from the producer LIVE:

    A: The running animations are already different. As for the fighting animations, if we think about the future classes/jobs that we will be adding, there's a chance that we won’t have enough memory to include all the animations. Therefore, we would like to first focus on stuff like adding new classes/jobs and making preparations to increase the level cap.

    Instead of fighting animations, we are thinking about showing each race's individuality via emotes and such. Starting from Beta phase 3, facial expressions will be implemented. Unlike the standard emotes, these new emotes will only change the expression of the character's face. Please note that these new emotes can be used in conjunction with the standard emotes.

    In other words, we're constantly thinking about ways to update the game in the most efficient manner so we want to pick the best way to show off each race’s individuality.
    [See the question at 1:42:30 for source.]

    We don't know how assets from FFXI differ from ARR; how these assets affect performance and push hardware limitations. We could assume that FFXI is better optimized than ARR simply because it's been around longer, but even then, I wouldn't be surprised if they used different programming designs. So how would we then judge "optimization"? Simply by better FPS on weaker machines? Or the relativity between the features and the performance on lower-end machines?

    My point is, as players, we're incredibly blind and short-sighted as to what happens from a technical standpoint. FFXIV: ARR is the reason the team working on it gets paid; not only are they employed because of ARR, but a number of the staff also play the game. Why wouldn't they want to make a game they play the best they can?
    (1)
    Last edited by Sheer; 10-29-2013 at 01:45 AM.

  2. #2
    Player Shioban's Avatar
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    Sep 2012
    Location
    Bastok
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    1,564
    Character
    Shio Ban
    World
    Twintania
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    Conjurer Lv 90
    Quote Originally Posted by Sheer View Post
    We don't know how assets from FFXI differ from ARR; how these assets affect performance and push hardware limitations.

    The overall gemoetry and texture memory weight of FFXIV is much higher than FFXI.
    Sound, Animations, Textures, UI. Everything has a higher impact than FFXI.


    This is my job from a technical standpoint, trust me on that which is why I keep mentioning limitations.
    (2)

  3. #3
    Player
    Sheer's Avatar
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    Aug 2013
    Location
    Ul'Dah
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    175
    Character
    Sheer Slayne
    World
    Leviathan
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    Pugilist Lv 50
    Quote Originally Posted by Shioban View Post
    The overall gemoetry and texture memory weight of FFXIV is much higher than FFXI.
    Sound, Animations, Textures, UI. Everything has a higher impact than FFXI.


    This is my job from a technical standpoint, trust me on that which is why I keep mentioning limitations.
    Right. But perhaps my point was misconstrued - what I meant was that we don't know the scale of that affect, thus, we can't properly gauge the difference. If studying CS and DA has taught me anything, it's that different teams will always do things differently (which is exactly why that, unless you're on the development team, we really don't have much a clue except the basics - for example, as you mentioned, higher quality assets lead to a tax on performance and push limitations).
    (1)
    Last edited by Sheer; 10-29-2013 at 02:30 AM.

  4. #4
    Player
    Diraco's Avatar
    Join Date
    Mar 2011
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    49
    Character
    Dirac Quin
    World
    Sargatanas
    Main Class
    Thaumaturge Lv 50
    Quote Originally Posted by Sheer View Post
    ....
    We could assume that FFXI is better optimized than ARR simply because it's been around longer, but even then, ....
    It's unfortunate that you're wrong about that. Bugs that were present from the very beginning on PS2 and PC were never fixed, and the client got consistently slower and glitchier every expansion pack. Most amazingly, every new generation of GPU released had decreased performance. Going by this past track record, we shouldn't be surprised if the same thing happens to XIV. I'm hopeful that they will at least attempt to release a DX11 client, though.
    (0)

  5. #5
    Player
    klepp0906's Avatar
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    Dec 2013
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    112
    Character
    Kevin Kristopher
    World
    Ultros
    Main Class
    Conjurer Lv 60
    Quote Originally Posted by Sheer View Post
    [See the question at 1:42:30 for source.]


    My point is, as players, we're incredibly blind and short-sighted as to what happens from a technical standpoint. FFXIV: ARR is the reason the team working on it gets paid; not only are they employed because of ARR, but a number of the staff also play the game. Why wouldn't they want to make a game they play the best they can?
    what does he mean about "enough memory" considering I have 6TB of hard drive space, 32GB of ram, and 4 gpus with 6gb of VRAM. I get that this isn't the typical pc but.. whats wrong with making some of this stuff toggle'able?

    and srsly.. dx11 ftw cause SLI on dx9 is borked so mmmmmbad.

    (oh cute text limit so I have to either not quote someone or edit their quote in order to post)
    (1)

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