Wow lots of support so far, over 180 Likes!
Wow lots of support so far, over 180 Likes!
The in-house tool-set they're using isn't something they just ran automatically across an entire model (It may have this option, I have no idea). As they've already explained (and you can even see it for yourself) sections of the gear are separated and compressed based on these segments, where detail isn't needed or could be reduced to lower the texture memory impact they simply lower the resolution for that area.
A simple "Does this segment look okay? Yes, >Save"
As segments of the gear/items are compressed more than others.
It's not a particularly difficult process with a tool like this, just time consuming (although less-so than doing it manually) This is what they used to convert 1.23 > 2.0's models originally to speed up the process.
I'm aware of this, and you sculpt at a higher subdivision of polygons and or triangles, it's not resolution based.
That would be very very unlikely unless someone decided to completely throw the standard asset pipe-line out the window.
It's baked from a high-poly model, not a high-resolution model. And they've shown in the past that the original baked maps are of a much higher resolution.
When applying a normal/bump map to a low-poly model the overall resolution of the texture(s) can be as high or low as you want, there's no real restriction. (Well, roughly 8192*8192 is the limit, but we're not making a movie here)
The resolution of both the diffuse and any bump/normal mapping makes a HUGE difference. The pixelation caused by lowering diffuse and normal maps is very easy to see. It's mildly frustrating but nothing game breaking.
This is evident more than anything in the texture compression.
Which is why the break-blade looks so horrific and even more so when a light-source is shading the normal maps on it.
However the textures in this game aren't horrific in any way, but the originals are sitting there, it would mostly be a "Is it worth the time?" Q/A.
If they firmly said "Nope, never" to it, I wouldn't care too much but as you said, it's something you could leave with a few interns to do.
Last edited by Shioban; 03-14-2014 at 04:42 AM.
I agree, devs, please work on it!
And fix those UGLY ass shadow LODs man SERIOUSLY DX11 save us!!!!!!!!!!!
My PC could never handle high res textures. It's on 27fps on low as it is.
Though I definitely would like the option for the future :P
Count me in
lots support already, i didn't read all posts, so someone might have already mentioned it.
I would love higher textures as well since putting millions of filters and anti-aliasing
on foliage etc. will most likely hurt the performance more then just have a bit higher
textures...
but even if they don't increase them. They should at least have textures of the same
quality.
If i look at my archer. i can see nice details on the gearpieces. Leather structure etc.
Not bad (closer look ofc isnt that great) but even zoomed out that Titan bow (same with all titan weapons) looks fugly. (not the design, that is well not great either) but
the details are just horrible. and they seem less then half the resolution of my other gearpieces.... WHY?
Another example is Coil. The yellow/orange structures/Background.
Some parts are so horribly bad and scaled up. its worse then games from more then
10 years ago.
Signed. /10char
I don't think anyone's PC has enough memory bandwidth to support drawing 24 characters on screen at once, each using many tens of megabytes worth of textures. And it would also offer very little visual improvement under almost circumstances. Every screen shot I've seen about the games "low resolution" textures are of their own character zoomed in almost all the way. People don't play the game this way. No one goes fighting titan with the camera zoomed in so close they can't see the behemoth. Or more importantly, the battlefield. Where high resolution texture ARE appropriate is environmental textures.
And if you for some reason beleive the PS3 is to blame for the games current visual state, you should know that the PS3 version uses simpler, less vibrant and lower resolution textures than the PC version. Here's a nice comparison.
What is perhaps most peculiar about these "high resolution" textures, is that the one pacewhere the game uses low resolution textures when much larger ones presently exist, are the icons used for actions and inventory items. They're 40 by 40 pixels in the game. Yet, 64x64 and 128x128 icons exist on the loadstone.
This is what the game uses...And this is what exists on the loadstone...
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If that doesn't bother you, then don't expect me to think your serious about wanting higher resolution textures for the ACTUAL bow.
Last edited by Laraul; 03-26-2014 at 04:51 PM.
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