Page 3 of 4 FirstFirst 1 2 3 4 LastLast
Results 21 to 30 of 39
  1. #21
    Player
    Gardthorne's Avatar
    Join Date
    Sep 2012
    Posts
    117
    Character
    Vanas Genei
    World
    Excalibur
    Main Class
    Botanist Lv 90
    Quote Originally Posted by cloverkitty View Post
    I know and have accepted that much of the physics, weight to characters and armor, etc were removed in order to allow a wider variety of hardware to play this game.
    It was removed so that the game controls properly instead of like a clunky unresponsive mess.
    (2)

  2. #22
    Player
    Join Date
    Mar 2011
    Posts
    532
    Quote Originally Posted by Skull_Angel View Post
    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.
    This. Its already been stated officially why it was removed. Search more.
    (2)

  3. #23
    Player
    Saccharin's Avatar
    Join Date
    Aug 2013
    Posts
    1,128
    Character
    Blue Kitty
    World
    Moogle
    Main Class
    Conjurer Lv 84
    Quote Originally Posted by Gramul View Post
    Honestly, the best I'm hoping for is an upgrade for the normal maps.
    I'm hoping for a prettier UI. The UI is functional but I feel it's a 'PS3 limitation' UI so they could keep the version the same.
    (1)

  4. #24
    Player
    ForteXX's Avatar
    Join Date
    Aug 2013
    Posts
    792
    Character
    Fhorte Dakwhil
    World
    Cactuar
    Main Class
    Thaumaturge Lv 50
    Quote Originally Posted by Saccharin View Post
    I'm hoping for a prettier UI. The UI is functional but I feel it's a 'PS3 limitation' UI so they could keep the version the same.
    I still prefer the original menu we had at launch, not this oversimplified version.
    (1)

  5. #25
    Player
    Eunys's Avatar
    Join Date
    Jul 2011
    Posts
    170
    Character
    Kriggle Nivliw
    World
    Goblin
    Main Class
    Thaumaturge Lv 30
    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.
    (0)

  6. #26
    Player
    bonedeaf's Avatar
    Join Date
    Mar 2011
    Posts
    64
    Character
    Khanska Kha
    World
    Malboro
    Main Class
    Lancer Lv 56
    Yes please bring back weight, I miss not being able to jump. Can we please let FFXIV 1.0 everything just burn in hell?
    (0)

  7. #27
    Player
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    4,964
    Quote Originally Posted by bonedeaf View Post
    Yes please bring back weight, I miss not being able to jump. Can we please let FFXIV 1.0 everything just burn in hell?

    Mmm... the mature way to go about it I see.
    (1)

  8. #28
    Player
    Dano's Avatar
    Join Date
    Jun 2012
    Posts
    513
    Character
    Danorille Pandemonium
    World
    Tonberry
    Main Class
    Blacksmith Lv 61
    the inertia and heavy deliberate movements aren't related to physics or DX11.
    (0)

  9. #29
    Player Shioban's Avatar
    Join Date
    Sep 2012
    Location
    Bastok
    Posts
    1,564
    Character
    Shio Ban
    World
    Twintania
    Main Class
    Conjurer Lv 90
    Quote Originally Posted by Dano View Post
    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.

    Quote Originally Posted by Eunys View Post
    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.
    Small steps are better than none I'd say.


    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.

    Quote Originally Posted by Pandastirfry View Post
    Personally I felt 1.0's "inertia" movement made the games horrendous lag feel even worse.
    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.
    (1)
    Last edited by Shioban; 05-19-2014 at 06:09 PM.

  10. #30
    Player
    Pandastirfry's Avatar
    Join Date
    Aug 2011
    Location
    Under a pile of rubble that was Ul'dah
    Posts
    586
    Character
    Meneyota Kunyaa
    World
    Hyperion
    Main Class
    Arcanist Lv 90
    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"

    Quote Originally Posted by Shioban View Post

    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.
    that's the thing though.

    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.
    (3)
    Last edited by Pandastirfry; 05-19-2014 at 09:55 PM.

Page 3 of 4 FirstFirst 1 2 3 4 LastLast