If your current graphics card can run the entire game at max settings at 60+FPS there is a problem.
I have a GTX780Ti and the game runs and looks the same as it does on a GTX660.
The old graphics models were a lot better than the current graphics and the physics were orders of magnitude better.
The biggest problem i had in 1.0 with graphical lag was my hard drive load time. once i switched over to a PCIe 4x SSD, the lag went away.
Wanting to be able to play the gae at max settings should not be an achievement obtained by lowering the max settings of the game, it should always be slightly in the distance, so that you CAN upgrade to get better, not so that everyone has equally low quality.
"and the trees are all kept equal, by hatchet, axe and saw"
yes, like that. I have seen that, normally on cards that are below the minimum specifications. In fact, i do believe that the current game would not run on a system that required you to play at that low level of detail in 1.0
Rather than cut down all of the graphics so that the window spanning hardware is the same size, i would have liked to have seen the graphics we currently have as the low end and allowed those of us who are willing to spend $1200 on an upgrade to have super high end graphics. Yes, the lighting effects are much nicer, but we cant even have nice shadows anymore. have you seen what the highest resolution tree shadows look like?
Did ppl forget this is not only a MMO, but also a rebuilt one?
1.0 failed due to an engine that wasn't original designed or intended for a MMO or its server architecture and had heavy limitations. Those pretty graphics also restricted the hell out of accessibility a step further.
Even if Tanaka was still around, the game would have still hit that point and they would have had to go with a different engine as it was that limited for a MMO's life cycle.
ARR brought balance, accessibility, and playability. At it's current state graphically it is equal and in many ways surpasses its peers. On top of that a DX11 client in the future and hopefully a hi-rez texture option.
Even if you go all out graphically what is the point, every 2 years you would be blowing millions in money and resources to graphically upgrade to maintain non-MMO current graphic standards. When that money could go towards content.
Everyone does? Not me!
I prefer what we have now. I liked 1.0's graphics, but ARR's appeals to me better. Just my opinion.
Player
Just wait the DX11. Might have some candy like Tesselation and stuff like that![]()
We can bring back the old bump/normal maps, (to an extent, the specular maps) as well as the shaders and various other effects that were used in 1.23.
What /can't/ be brought back is the way lighting/shadows were rendered in the old engine. The method they were using was capable of casting a seemingly perfect shadow but underperformed in generating an even result overall due to the excessive volume of computation time required to use this method, but on the plus side provided a perfect light source for all the bump/normal/specular maps that were used.
The downside of this old way of rendering the scene proved VERY expensive and required a pretty beefy system to even run it at the "halfway" mark let alone the full-hog.
What is normal mapping?
Almost every game you play probably uses this method, where a higher detail model is created then a colour coded 'map' of the detail is made and applied to a lower-detailed object (shown below), which gives the illusion that the lower detailed object has more detail based on the light sources in the scene.
Now, where the comparison between 1.0 > ARR here is the actual resolution of the textures used for bump maps and diffuse (AKA flat image) textures, is considerably lower where finite details are lost which when it comes to bump maps REALLY shows.
ARR
1.0
An example of 1.0 > ARR comparison is something like muscle where there was definition before, only the outline/shadow remains, you can see clearly below the shape is retained but the nice finite details of the neck, pectoral muscles and arms are completely.
1.0 gained most of its ""beauty"" through textures like these as well as its attention to detail for cut scenes and animations.
DO NOT mistake 1.0s lighting/shadows as "something to be missed", it really isn't, the actual detail you enjoyed wasn't found in this lightning/rendering system for the most part, another effect you don't see in ARR is 'Bloom'.
Bloom is an effect that saturates and adds a 'hazy' light effect to the scene which if balanced incorrectly can look too bright and tacky, where-as in 1.0 you'd have noticed they blended bloom into the game so that it had the intended effect without it overkilling everything else.
Square Enix reasoning behind this 'change of heart';
Lower resolution textures use considerably less memory, the current lightning model their using (Deffered Rendering) uses a lot less computation time (and memory) also, broadening the games audience.
1.0's problem was, half of the people couldn't even run the game which affected their enjoyment (even more so than the convoluted systems to play 1.0 on release) so it's a no brainer that Square Enix dummed down the requirements.
Now, for the lightning/shadow rendering (Deffered Rendering) in ARR, this is very scalable which is why its become so popular to use in games as of recent, where the resolution of the shadows being casted from objects in the scene can be adjusted as the developer sees fit, the only problem with adjusting this is increasing this further and futher will obviously sky-rocket the computation time required to draw the scene which is why we have a limit of 2048 currently.
Animations
Animations in 1.0 were fantastic, no doubt about it mainly due to the fact that they used 'inertia', there was a gradual /beginning > animation > end/ to every animation; walking, running, attacking or casting you'd always begin and end the animation flawlessly, as a result of this an animation-lock was added in (if you remember).
Animation Lock for those who don't know, locked you into whatever position you were in whilst you were casting/attacking making it almost impossible to dodge any AOEs or attacks once you began casting, leaving you with only a few seconds to either cancel the cast and them move, or finish and moved. This required at times precise timing and either proved a fun challenge or just; "Oh my god, animation lock erupted me again...sorry guys!".
As a result reworking the animations for 2.0 resulted in quicker movement where inertia simply wasn't possible anymore, so we now have a choppier (and sloppier) look to the animation. But compared to most MMOs the animations we DO have now are fantastic, just not as great as before.
Last edited by Shioban; 01-31-2014 at 02:38 AM.
Anything is possible, but as it stands I don't see SE doing this.
I recall in beta Yoshi mentioned that they won't include high resolution textures till Directx 11 client.
Later there is an interview where he says he won't include high resolution textures with Directx 11 client, rather will focus on lighting instead.
2013/09/24 http://gamerescape.com/2013/09/24/ga...oshida-part-2/
GW: How’s the texture resolution?
Yoshida: We have no plans to change the resolution. I explained this before, but current games are not built on resolutions any more. For photo realistic effect the quality of normal map, for sculpt model it will depend on the amount of time spent, and for the quality seeing how realistic you can get the engravings to show by shining realistic light. These are the kind of things we need to tackle down. There are things which uses really low texture resolutions, but I think, you won’t be able to tell that it was even used. Game structure like the “previous FFXIV” are the only one that required resolution to fight, therefore I don’t think around resolutions.
'Graphics' is FAR too ubiquitous a term. People need to be much more specific.
Are you talking about the Graphics Engine?
- 1.0 had a clunky and demanding graphics engine - I don't think anyone wants that back.
- ARR's graphic engine is fantastic, and DX11 will make it even better.
Are you talking about the Visual Design of Gear and items?
- 1.0 was much more realistic in it's design. I miss the sense of 'authenticity' that the gear and animations had.
- ARR is very flashy and has far too many glowing weapons, carnival costume gear, and circus mounts.
Are you talking about the Environmental design?
- 1.0 was copy-pasted and dull, but it was a vast world.
- ARR is vibrant, living and full of amazing things to see, even if it is rather tightly packed
Perhaps you mean Texture detail?
- 1.0 had much higher texture resolutions overall, a clear winner in the close-up shots and cutscenes.
- ARR has lower texture resolutions, but it also has MORE textures overall which make the wide angle camera views look amazing.
And then, there are other graphic effects that are camera and light based:
- 1.0 had crazy bloom effects, but also nifty Depth of Field and Stereoscopic 3D.
- ARR has global shadows, volumetric light rays, and a great balance of indoor/outdoor lighting. I really wish it also had 1.0's Depth of Field and Stereoscopic 3D. -- FFXIV was so fun to play in 3D...
Last edited by Zantetsuken; 02-01-2014 at 01:28 AM.
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