I'm very happy we're getting normal mapping detail, but that won't hide the actual texture resolution issue itself. We're still going to see abrupt pixilation and unclear detail in the painted work. They're both important for fidelity.





I'm very happy we're getting normal mapping detail, but that won't hide the actual texture resolution issue itself. We're still going to see abrupt pixilation and unclear detail in the painted work. They're both important for fidelity.
Yes you are absolutely right, at least on their importance. But I'd say only 75% right on it not hiding the textures.They are both very important. But well done normal mapping can do more than a lot of people realize for making poor textures look good. It will hide to some degree the low resolution textures. Not entirely, no, and far from it. But, these current low resolution textures will essentially exist to add color, while the normal maps will add the depth. We will still be able to see poor texture work for sure, that I cannot disagree with. But it will be less apparent. Assuming we get some solid normal maps.
Last edited by HoneyBiscuit; 03-07-2014 at 08:04 AM.
Loving the support so far!

dat grass !!!!
Well, I value textures more so than fancy effects.
So of course I'd love to see this happen.
It's sad that Yoshi's own comments state the opposite. I am not sure why someone would value "effects" first and textures last. By my rule book, it should be backwards.
Yeah...textures are far more important than effects imo also :3
I'd still have to say it's all relative to each other. Both good textures good effects do a lot for the graphical fidelity. I'm hoping they implement these lighting features first as a sort of test run on boosting the games appearance, and will then concede to higher resolution textures later on, since no doubt everyone here will likely still want them, myself included. Right now Yoshida says he doesn't think many of us will be able to tell the textures are low resolution once some of these features are implemented. So once they are implemented, we'll hopefully just need to show him we do see the difference.
Maybe with DX11. It's usually a pretty big performance hit. Though I think that choice should be with the players, now that the game is out and runs on a wide range of systems. Like the damn textures.
Last edited by HoneyBiscuit; 03-08-2014 at 12:20 AM.
We also REALLY need better Anti Aliasing when DX11 comes out.
I'm aware you can use SGSSAA with Nvidia inspector, but it runs horribly with the deferred rending even on x2 GTX 770s.


I really hope we get msaa also would be interested to hear if people have had much luck downsampling since you can increase UI size it should be a good way of getting crisp graphics.
In the mean time I've started using this sweetfx profile with the ingame fxaa(to avoid text going weird) and it's made textures way sharper and removed the blur the game seems to have.
Turning it on i can actually see my lalafell's freckles ingame then when I turn it off they just blur into the skin tone. Pictures don't do it justice.
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They are both very important. But well done normal mapping can do more than a lot of people realize for making poor textures look good. It will hide to some degree the low resolution textures. Not entirely, no, and far from it. But, these current low resolution textures will essentially exist to add color, while the normal maps will add the depth. We will still be able to see poor texture work for sure, that I cannot disagree with. But it will be less apparent. Assuming we get some solid normal maps.



