Actually the PS4 doesn't use DirectX because well the rights belong to Microsoft. So they are using OpenGL instead.Completely irrelevant. It's in direct x, the ps4 is in directx, so it's going to be directx. Any comparisons between directx and opengl are completely pointless to this game and the conversation.
Personally I'm looking forward to better lighting. It's already nice but it can be even better.
It was only speculated up until launch that they'll use DirectX.
Last edited by Miiu; 02-24-2014 at 06:19 PM. Reason: More info.
no they do not lol ps4 runs Opengl micosoft will not allow it on anything but windows and the xbox. they also did this with silver light but thankfully silver lights dieing out and being replaced by html5Completely irrelevant. It's in direct x, the ps4 is in directx, so it's going to be directx. Any comparisons between directx and opengl are completely pointless to this game and the conversation.
Personally I'm looking forward to better lighting. It's already nice but it can be even better.
Yeah. But compare the textures u get from said games with this. Lighting can only do so much.Yoshi was actually accurate with the comment he made about lighting effects being more important than texture resolution in current times. If you look at most of the newer engines like Fox, Panta Rhei, Unreal 4 and Cryengine, the most significant improvements are all lighting effects.
I think the most noticeable example of this is Metal Gear Solid 5. The models and textures really aren't anything special, but the type of lighting effects the engine employs on the models and environments cause everything to blend together in a way that makes it look realistic.
ARR's biggest graphical improvement is most probably the way lighting is handled. Skintones, hair and materials look pretty great in direct lighting, considering how little the game focuses on graphics.
Alright, playin your game.Exactly this.
My initial hope of DX11 was improving the overall texture quality among other improvements and getting rid of the many many many many many jaggies in objects like Armour and Weapons e.t.c
(Might have to open image in new tab to see full-size)
There's no way this should stand in what todays games are capable of, hell I'm not expecting Crysis 3 level of graphics but these kind of visuals were suitable for a low-end PS3 game... oh what am I saying, FFXIV is being limited to what the PS3 is capable of...
Difference is SweetFX.
If you want reduction in jaggies you need a PC simple as that. The only that works here with all these low res transparencies is supersampling imo. It looks pretty damn sweet on 4x SGSSAA but runs badly as well. 2x is okay..... literally light years ahead of anything the PS3 is capable of doing with anti-aliasing. I feel so bad for PS3 gamers. This games looks like so much ass on that console. PS4 I hope is going to use Sony's new TSSAA or whatever it is they are using in KZ. I bet Square goes FXAA only though.
Shadow LODs in this game are just bad. Takes me out everytime I see them flickering so madly in Gridania. Putting cascading down to normal gets the horrid ones but introduces the terrible cascading on normal lol. I use 2xSGSSAA as that is what I can use for 40-60FPS 55 average on my OC'd 770. The transparencies in this game are very low resolution and emit tons of jaggies that can only really be solved with a few options.
This game still needs some optimization and that is dead clear. HDR in this game basically does nothing from what I can tell. I've looked and looked for what it does. It does nothing but add frames and maybe less compression I have no idea. Be nice to actually see this setting do something.
All I really want though is LODs and shadows to be fixed as well the refinements that come with DX11. It seems that stuff should look better next round but at what cost? I really hope dx11 runs well because any more drops in FPS and I will have to start knocking something down.
Last edited by Khronikos; 02-24-2014 at 07:54 PM.
Would they have to edit each texture file in order to upgrade the quality and how long would that take? And if so should this even be a top priority graphic design team?
They would have to essentially redo each file. You can downscale textures, but you can't upscale them - it will only yield a softer image when mapped. Unless they have some special program to do this for them, it would take a lot of development time. So while I don't plan on getting high resolution textures anytime soon, I wouldn't be surprised to hear they're looking into ways to make some textures look less pixelated.
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