they certainly could fix the horrendous clipping on character models. even the relic weapon is clipping through the af armor like crazy, when at least this one set should somehow work.
they certainly could fix the horrendous clipping on character models. even the relic weapon is clipping through the af armor like crazy, when at least this one set should somehow work.
DX11 is coming. Look forward to it!
That means it will be here eventually. Since they said they have to release a new client for DX11 that it will probably come with the new expansion.
yes but to implant the D9/11 it would mean a rework shutdown 24hours and a big ass patch...why dont we all wait at patch 3.0 since that will be an expansion.
Those are pretty much two completely separate departments.
Graphical Improvements are important to the development team and the players, it's considered time well spent to improve the visual dynamics of FFXIV:ARR.
The game is perfectly capable of expanding on what they currently have and improving it, as the hardware requirements for ARR currently are quite (intentionally) low to fit a common demonimator.
The most important factor you need to know is;
NOT EVERYONE IS DOING THE SAME THING.
Hotfix/Bugs TEAM
2.3 TEAM
DirectX11 Client Conversation Adjustments + High Resolution/Uncompressed Texture Adjustments TEAM
2.4 TEAM
Expansion TEAM
(This is just a guesstimate based on what the development team posted a while back, not an exact 'These are the teams')
As content is released, the teams shift, the focus changes, more people are added to teams to smoothly progress the content, this keeps the ball rolling and the work flow smooth.
Hopefully you can see the general idea here, in that one thing can be developed without affecting the speed of other content being produced.
From a developers perspective I can guarantee that they'll never fix that, it's as common as muck in MMOs (and games in general), with the large variances in gear sets, weapon sizes/styles ontop of a metric ton of animations, customizing this for each weapon or gear-set would be a tremendous waste of time.
If I'm animating a set of soldiers with varying weapon types, the programming for the position of the actual weapons will be the same for every-gun to save time, some clipping may occur through helmets, back-packs, ass-packs or even the chest on the character model when they're holding the gun. And that's okay. It really doesn't take away from the game that much, and to spend time adjusting it is time better spent elsewhere.
Don't get me wrong, it irritates me to no end, when it happens in my work it drives me nuts but I know that it's not worth the time or effort.
The current process used to create the character and enemy models for FFXIV:ARR is essentially a process that goes from an extremely detailed 'High Poly' model, which then uses a process called 'Normal Mapping' to apply the detail of the high poly model onto a low poly model as a texture. This way you can have the appearance of high detail at a low rendering cost, allowing more room for other models in the scene.
This is a process that's been used for more than a decade now, and along with a few other texture shading techniques other effects can be achieved to mimic high detail at a low rendering cost.
Here's an example of some of the high-poly models created for FFXIV:ARR;
As you can see below, the object on the left is the sculpted high poly model from which the detail will be referenced, the one on the right is the low-poly model in which the detail will be projected via a set of texture maps.
Here's an example of the 'split' types of maps used to create this detail;
"But how does the normal map work??"
Easy! The 3D detail is saved on an RGB scale (as shown below), based on this information the normal maps will generate detail based on the in-game lightings position and intensity.
It's as simple as that, as the object moves the texture does all the work.
"Why not just use the high poly models??"
Each 'polygon' from a 3D mesh gets converted into triangles for use inside the game engine, each frame the game has to re-render each triangle and update any changes made in the last frame.
Consider all the character models, environmental models, animations and more taking place every-single-frame that the computer is having to process, the less of these the better.
Finding a balance between detail and performance is a key factor in designing an MMO such as this, as you could have up to 100-200 character models on screen at once.
Let's say each charachter model is 2,000 (this is extremely low). That's up to 400,000 polygons already, not including the environment around you.
The process they're using is a professional one and it brings a great deal of detail to the game, they have fantastic artists that put a tremendous amount of work into the game, but there are limitations, but they work for our benefit in the end.
THIS ^
Times a thousand, blurry nipples BE GONE.
Last edited by Shioban; 07-18-2014 at 03:41 PM.
what he means is, money could be spent on content vs. better artwork..i agree w/ this 100%
DX11 client is just that, a client. You could (and many will) continue using the DX9 client as well as PS3/4. As such there shouldn't be any maintenance and shutdowns involved, though they probably will release it to coincide with a major patch/ expansion.
While i think the DX11 version will look a bit nicer, there's just no way they're going to adjust the polygon resolution of characters/ mobs/ NPCs/ anything that deforms based on a skeleton or likely anything at all. Just too much work involved (and performance hits) for very little gain.
It's not the DX11 client I'm excited about. It's the apparent normal map resolution upgrade that's coming along with/near it.
I want an upgrade to textures.
Already partially confirmed.
Q: How is work with DirectX 11 compatibility going?
Yoshida: After Niconico Chokaigi 3 is over, I'm going to be going on a media tour to Australia. We have the quality check for the DX11 edition scheduled around the time that's over.
We're going to be looking over uncompressed textures. The process is moving along but it's not going to get much faster so I would anticipate the release for this to be no sooner than the end of this year.
The team responsible for DX11 client is likely also responsible for the DX9 client, which also needs enhancements and fixes to support new content.
The team responsible for models and textures and associated resources to complement the DX11 client, also need to work on new resources for new content.
Even if there are plenty of teams involved, it's not likely that they have separate teams that work on textures for DX9, DX11, PS3, PS4...
When it comes to textures and models for new content, they likely prepare it for the DX11 version right away now, even if they didn't do that for 2.0.
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