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  1. #1
    Player
    Trocien's Avatar
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    Mar 2011
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    Ul'Dah
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    90
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    Calico Jack
    World
    Goblin
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    Marauder Lv 50

    Updated Graphics inf FFXIV???

    http://i.imgur.com/KPQlS.jpg

    It looks to me like they're making some very important changes to the graphic engine. As of now, structures and landscapes do not cast shadows. This will hugely improve the realism of Eorzea!

    I'm starting to feel not so bitter toward Mr. Yoshi!
    (6)

  2. #2
    Player
    Munba's Avatar
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    Mar 2011
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    Limsa Lominsa
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    1,395
    Character
    Munba Lunru
    World
    Ragnarok
    Main Class
    Warrior Lv 60
    Yeah i noticed those shadows as well. Maybe something moving in that direction.. it would be so nice to have shadows everywhere. More immersion for sure imo.
    (1)

  3. #3
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    Mithra Mog-house Interloper
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    Improving the engine is very high priority for them so hopefully it's going smoothly.
    (3)

  4. #4
    Player
    Armok's Avatar
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    Mar 2011
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    Gridania
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    Character
    Fealing Freyal
    World
    Balmung
    Main Class
    Archer Lv 50
    Nice spotting.

    Hopefully that means good things to come.
    (1)

  5. #5
    Player
    Trocien's Avatar
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    Ul'Dah
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    Calico Jack
    World
    Goblin
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    Marauder Lv 50
    Quote Originally Posted by Armok View Post
    Nice spotting.

    Hopefully that means good things to come.
    I noticed that instantly before I even read the article. Bad shading is a major pet peeve of mine.

    -BR
    (0)

  6. #6
    Player
    Platinumstorm's Avatar
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    Mar 2011
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    Chardut Mazzma
    World
    Excalibur
    Main Class
    Archer Lv 100
    Mmm, I'm wildly stabbing since I'm not an expert, but I think this is because the outposts are considered objects and not part of the landmass, which is basically how it always has been? I don't know.

    http://dl.dropbox.com/u/18930059/shadow1.png
    Shadows from the shields [incredibly mild spoiler in this pic]

    http://dl.dropbox.com/u/18930059/shadow2.png
    Shadow from the table

    http://dl.dropbox.com/u/18930059/shadow3.png
    Shadows from many things, although rather subdued and simple shadows

    http://dl.dropbox.com/u/18930059/shadow4.png
    Shadow from the tarp

    http://dl.dropbox.com/u/18930059/shadow4.5.png
    Total lack of shadows from tarps, but why?

    http://dl.dropbox.com/u/18930059/shadow5.png
    Aetheryte crystal has a shadow

    http://www.thekots.com/Platinumstorm/ff14/sylph.png
    Shadow inside of the log, shadow to the right?
    (1)
    Last edited by Platinumstorm; 07-20-2011 at 03:15 AM.

  7. #7
    Player
    Munba's Avatar
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    Limsa Lominsa
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    Munba Lunru
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    Ragnarok
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    Quote Originally Posted by Platinumstorm View Post
    Mmm, I'm wildly stabbing since I'm not an expert, but I think this is because the outposts are considered objects and not part of the landmass, which is basically how it always has been? I don't know.
    Well, the fences of actual Aetherithe camps haven't shadows and they are considered objects as well, i presume.
    (0)

  8. #8
    Player
    Trocien's Avatar
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    Ul'Dah
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    Calico Jack
    World
    Goblin
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    Marauder Lv 50
    Quote Originally Posted by Munba View Post
    Well, the fences of actual Aetherithe camps haven't shadows and they are considered objects as well, i presume.
    I think platinum storm may be right that they are just using objects. Either way, it's very important that they realize that there is a real problem with the lighting in FFXIV.
    (1)

  9. #9
    Player
    Ava's Avatar
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    Mar 2011
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    Gridania
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    397
    Character
    Ava Faye
    World
    Excalibur
    Main Class
    White Mage Lv 90
    Quote Originally Posted by Platinumstorm View Post
    http://dl.dropbox.com/u/18930059/shadow4.5.png
    Total lack of shadows from tarps, but why?
    I don't have time to log in right now to double check but in the screenshot it looks like the light source is underneath the tarps, therefore the shadows should not be on the ground. If you look at the tarps, they are shadowed on the material of the tarp itself, which is accurate when the light source is underneath the tarps.

    I highly doubt whether they are using "objects" or "land" would make any difference whatsoever on shadows, considering the engine likely looks at light sources, and "stuff". I would say it's more likely that the engine is simply bugged or they are using some stupid method around shadows that clearly doesn't work. Shadow mapping is generally something that is applied to everything. At least to my knowledge as a design student (still learning a lot about 3D ).
    (0)

  10. #10
    Player
    Platinumstorm's Avatar
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    Chardut Mazzma
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    Excalibur
    Main Class
    Archer Lv 100
    Quote Originally Posted by Ava View Post
    I don't have time to log in right now to double check but in the screenshot it looks like the light source is underneath the tarps, therefore the shadows should not be on the ground. If you look at the tarps, they are shadowed on the material of the tarp itself, which is accurate when the light source is underneath the tarps.

    I highly doubt whether they are using "objects" or "land" would make any difference whatsoever on shadows, considering the engine likely looks at light sources, and "stuff". I would say it's more likely that the engine is simply bugged or they are using some stupid method around shadows that clearly doesn't work. Shadow mapping is generally something that is applied to everything. At least to my knowledge as a design student (still learning a lot about 3D ).
    My favorite part is that it's just a floating light source and isn't actually attached to anything in particular. I'm not disputing what you're saying, but what might be happening is the light source is directly underneath the one tarp so it shines brightly on that one, but everything else is being effected by the generalized darkness and not that lighting, so no shadows are being cast there, and it's just an optical illusion, otherwise you would expect to see shadows on the ground too from the poles and any of the objects on the ground.
    (0)

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