This. Its already been stated officially why it was removed. Search more.1.0 movement physics were removed to allow for the more responsive movements needed to dodge enemy AE attacks, reverting them would just cause more rage (because SE sever <> client implementation isn't enough already) amongst most players running any content with insta-gib mechanics.
The difference between DX9 and DX11 will not be all that much. The main improvement in DX11 vs DX9 is increased sunshafting, water-effects, tesselation. While adding a new client to enable DX11 call use will help these things it has two things going against it for an MMO. First is over all most people will barely see any performance boost and actually many who will enable it just because they hear it's better will have a performance drop. There is also the thing of if square even bothers optimizing the game around the newer API.
While in the end options are always nice due to the difference in systems out there, you have to stop and ask if this one is of most importance over other things about the game that could be worked on.
Yes please bring back weight, I miss not being able to jump. Can we please let FFXIV 1.0 everything just burn in hell?
the inertia and heavy deliberate movements aren't related to physics or DX11.
I don't think anyone said they were.
Hence why the thread title grammatically split the three.
Small steps are better than none I'd say.The difference between DX9 and DX11 will not be all that much. The main improvement in DX11 vs DX9 is increased sunshafting, water-effects, tesselation. While adding a new client to enable DX11 call use will help these things it has two things going against it for an MMO. First is over all most people will barely see any performance boost and actually many who will enable it just because they hear it's better will have a performance drop. There is also the thing of if square even bothers optimizing the game around the newer API.
While in the end options are always nice due to the difference in systems out there, you have to stop and ask if this one is of most importance over other things about the game that could be worked on.
They've actually listened to our feedback on what we want to see in the new client which.
Hardware Anti-Aliasing isn't confirmed yet, but it'll most likely be an option, and if not at least with DX11 you can force hardware AA externally in Deferred Rendering (unlike DX9). This is something I really miss from 1.23 when the lighting system was swapped out in favour for Deferred Rendering, which wasn't a bad thing as Deferred Rendering is a much better option, even at the expense of hardware AA under DX9.
Originally when uncompressed textures or at the very least a higher base resolution we were told "No, it's not needed we think it's fine".
Now it appears they've re-evaluated that after a volume of angry feedback into to quote "Testing uncompressed textures memory impact on performance".
So, even with the smaller steps, additions like Hardware AA and Hi-Res Texture Maps would make a huge difference.
With visibly more movement, this is obvious.
Whenever you have animations recorded between 30-60fps, with a vast amount of detail, it relies heavily on a draw-speed and a decent frame-rate.
As for 1.23's lag, it varied from machine to machine, I ran the game on a £40 Quad-Core AMD processor, £80 GPU (GTX560) and the rest of the parts were very very cheap, and the game ran between 30-60fps, what shocked me when I played the game was the amount of the people who had the "Drawing Quality" set above 'Standard', alongside the people who had Ambient Occlusion turned on.
With minor adjustment the "horrendous" lag was actually quite manageable, it never ran perfectly but unless you were running on a particularly old machine the game was adjustable.
Last edited by Shioban; 05-19-2014 at 06:09 PM.
Personally I felt 1.0's "inertia" movement made the games horrendous lag feel even worse. The general unresponsivness of the controls was compounded by the aesthetic choice of inertia and made it feel like I could never properly control my character.
I won't say it didn't look nice, but I felt it was one of 1.0's many "Good ideas on paper, bad ideas in practice"
that's the thing though.
With visibly more movement, this is obvious.
Whenever you have animations recorded between 30-60fps, with a vast amount of detail, it relies heavily on a draw-speed and a decent frame-rate.
As for 1.23's lag, it varied from machine to machine, I ran the game on a £40 Quad-Core AMD processor, £80 GPU (GTX560) and the rest of the parts were very very cheap, and the game ran between 30-60fps, what shocked me when I played the game was the amount of the people who had the "Drawing Quality" set above 'Standard', alongside the people who had Ambient Occlusion turned on.
With minor adjustment the "horrendous" lag was actually quite manageable, it never ran perfectly but unless you were running on a particularly old machine the game was adjustable.
Once I had finally beaten the graphics settings into submission, I got the game running at what I thought was merely tolerable, About 3 months later I decided to run Fraps and finally kill this last vestige of lag I was getting in character movement. it was then that I realized, as my FPS were actually pretty good, that it was a feature, not a bug. By that time the damage was done. I didn't like it because for the longest time I thought it was lag. turns out it was designed that way.
Last edited by Pandastirfry; 05-19-2014 at 09:55 PM.
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