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  1. #1
    Player
    Ilakya's Avatar
    Join Date
    Mar 2011
    Posts
    22
    Character
    Ryougi Iluka
    World
    Tonberry
    Main Class
    Arcanist Lv 100
    Just wandering around for some reason and found this thread. On my "personal research" which I'll keep the fine detail about how I found these out outside this official forum.

    I've found out that SE intentionally limited the size of texture of player character to be very low. Even in recent patch where they have higher detailed texture version, They scale it down when it's used with player character. A good example is mounts, Gabriel A and Ramuh (Eden) were both use the same model when we fight them compare to when they're player's mount. But the texture got scale down by half. The engine itself seems to be able handle the higher resolution texture just fine, But they intentionally keep it low maybe for constant performance over wide variety of supported platform and also for crowded area situation like Limsa, Alliance Raid or Frontline. There're even tested by Digital Foundry released today that "Every" PS version including PS5 never have constant 60 fps on their max setting on each console. We known about PS3 and it's been drop. PS4 Pro on high 1440p setting got as low as 30-50 and rarely hit 60. While PS5 4K also has the same fps range as that. Only constant overall 60 fps you could get from console is PS5 with PS4 game backward compatibility play on 1440p or less. Keep in mind that non of these run at 60 fps in Limsa. So, Character's texture limitation are really matter. At least for consoles that's also SE selling target.
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  2. #2
    Player
    Ilakya's Avatar
    Join Date
    Mar 2011
    Posts
    22
    Character
    Ryougi Iluka
    World
    Tonberry
    Main Class
    Arcanist Lv 100
    There's also a reason for some old gear, Especially one that came from 1.0 are having noticeable jagged edge of huge pixel. I "think" because the conversion from the way 1.0 handle dying were different from how 2.0 does that (I may be wrong). But in the extreme end, 1.0 gear has a bad way to have variation of gear on the same model by having it in different material. Not 3D rendering material but like there are hempen, cotton etc. They all have different kind of textile texture. Those variation all required a new "set" of texture. While those detail can not be handle by that low density of pixel, And the variation seems to be unnoticeable. Newer gear released after 2.0, Especially 2.1 and forth, Would just have one kind of model and texture and then use color set feature (that let us dye the gear) to make variation much more visible. That feature can handle changing of material, Like being cloth or metallic or even glow with just one set of texture. Sounds obvious that 2.0 way to do this seems smarter. But it came with down side that also emphasize the low resolution to be clearly visible on old gear. Reason is the way they store the color set texture. In a way that I couldn't describe or it's obvious that I know too much, I can just confirm that they can't have any kind of filter that blend the material border together. It must be left as sharp nearest neighbor unfiltered of huge pixel on there edge. The newer gear could handle these better since they design with this restriction in mind. But the old gear were all clearly visible especially when there's some detail like gold lace on cloth, The seam between cloth and gold lace will be clearly pixelated sharp jagged edge. This problem can not be fix even with higher resolution texture. Smaller jagged edge still jagged edge. The new gear will hide this problem well without having any extra pixel, While old gear will still have the problem even with 4X texture.
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    Last edited by Ilakya; 06-27-2021 at 11:47 PM.

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