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  1. #1
    Just wait the DX11. Might have some candy like Tesselation and stuff like that
    (1)

  2. #2
    Player
    Leira_Raine's Avatar
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    Mar 2011
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    Limsa, Land of the Pirates!
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    Character
    Talia Renton
    World
    Hyperion
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    Lancer Lv 70
    Quote Originally Posted by Sygmaelle View Post
    Just wait the DX11. Might have some candy like Tesselation and stuff like that
    I think with DX 11 support coming out for this game, I think we will be seeing a lot more detail and textures (well, for those with computers that can handle it). So definitely agreed, Syg.

    Also, though I miss the level of detail and textures (there is still a good amount of detail, remember), I prefer the art direction of ARR.
    (1)
    C'est Vie ou Mort!

  3. #3
    Player
    Huginn's Avatar
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    Dec 2011
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    Gridania
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    Character
    Huginn Aesir
    World
    Hyperion
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    Archer Lv 50
    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"
    (1)

  4. #4
    Player
    ReplicaX's Avatar
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    Mar 2012
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    Gridania
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    Character
    Methos Ranperre
    World
    Jenova
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    Ninja Lv 70
    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.
    (2)

  5. #5
    Player
    RowanLauron's Avatar
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    Aug 2011
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    Gridania
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    Character
    Rowan Lauron
    World
    Sargatanas
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    Ninja Lv 100
    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.
    (0)

  6. 01-31-2014 02:00 AM
    Reason
    meant to edit earlier post

  7. #7
    Player Shioban's Avatar
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    Sep 2012
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    Bastok
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    Character
    Shio Ban
    World
    Twintania
    Main Class
    Conjurer Lv 90
    Quote Originally Posted by adam92682 View Post
    Everyone wants them to bring back the graphics from the original game. That game was from 2010 so even if they did bring them back they would still be four years outdated.
    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.
    (10)
    Last edited by Shioban; 01-31-2014 at 02:38 AM.

  8. #8
    Player
    Zantetsuken's Avatar
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    Mar 2011
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    1,979
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    Siorai Aduaidh
    World
    Leviathan
    Main Class
    Conjurer Lv 50
    '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...
    (2)
    Last edited by Zantetsuken; 02-01-2014 at 01:28 AM.

  9. #9
    Player
    TrystWildkey's Avatar
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    Oct 2011
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    Till Sea Swallows All! Arrr
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    Character
    Tryst Wildkey
    World
    Durandal
    Main Class
    Weaver Lv 50
    Quote Originally Posted by Zantetsuken View Post
    'Graphics' is FAR to ubiquitous a term.
    Yes, it is!

    I admit that I don't have the knowledge or background to specify what I preferred from 1.0. Unfortunately, my husband doesn't either. Perhaps if I give you my impressions you can tell me what aspects of the graphics I'm missing? (sincere question here, I know that sometimes over the internet it can seem like I'm mocking you or being sarcastic, but I'm not!)

    I feel like the world is smaller and plastic, instead of vast and weighted.
    Whether I'm zoomed out, or in first person, it feels like I'm in the bottom of a concave bowl, but 1.0 felt more convex, where the scenery around me spread out and seemed farther away.
    Also, you know when you watch cartoons, how you can tell the difference between the background and things that actually move? Because there's a different quality to the color or something? I see that in ARR. In 1.0, you could turn off labels, zoom out all the way, and not see a difference between the world and the mobs/people, including your character. In ARR, even with the labels off and zoomed out all the way, the people and mobs stand out, a lot. They look like little colorforms (wow, I'm old >< ) laid out over a drawn background.
    Also, the scale or perspective seems off. I can zoom out farther in 2.0, but it just makes the world look even smaller. I don't know if my character is placed in a different spot on my screen, or if it is a difference in scale, but sizes just seem off to me.

    So, what aspect(s) of the 'graphics' am I missing?
    (4)

  10. #10
    Player
    Zantetsuken's Avatar
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    Mar 2011
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    Siorai Aduaidh
    World
    Leviathan
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by TrystWildkey View Post
    So, what aspect(s) of the 'graphics' am I missing?
    From what I see, your feedback is more focused on Design rather than graphics... specifically 'Environmental Design'.

    And I agree with many of your points. ^^
    (2)

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