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  1. #51
    Player
    Bishop81's Avatar
    Join Date
    Nov 2014
    Posts
    806
    Character
    Eldon Pierce
    World
    Behemoth
    Main Class
    Summoner Lv 60
    Quote Originally Posted by seekified View Post
    I think they messed up the interaction between tesselation and parallax mapping at some point because a lot of surfaces (primarily rocky surfaces in the Forelands) look very different at different camera angles.
    That is a limitation of Parallax Occlusion Mapping. It affects engines like Unreal too,


    https://udn.epicgames.com/Three/Deve...edMapping.html

    The only way to "fix it" is to flatten the effect as viewing angle approach near parallel with the surface. SE forgot to on some surfaces - like rocks.

    SSAA is very wasteful. I only have a R9 270 thus can't even maintain 60 fps. They need to add more AA options - SMAA T2x (or some variation of) would be a good choice.
    (1)

  2. #52
    Player
    Zenif's Avatar
    Join Date
    Jun 2015
    Posts
    19
    Character
    Lazy Bum
    World
    Zodiark
    Main Class
    Blacksmith Lv 26
    Quote Originally Posted by KisaiTenshi View Post
    Well I hate to mention it (again) but a MMORPG has to use game models that are like 1/10th the complexity of single-player games. *snip*.
    It's not about amount of polygons, but more about textures, shading and general art style. GW2 is a mmorpg too, yet wood there looks amazing and stone walls look like stone. Under dx9. Here dx11 fixes it for me, but hey, as long as there's a fix i'm happy.
    (0)

  3. #53
    Player
    Havenae's Avatar
    Join Date
    Sep 2013
    Posts
    241
    Character
    Kaja Vesh
    World
    Lamia
    Main Class
    Arcanist Lv 57
    I'll never grasp people's fascination/over-obsession on a game's water when judging graphics.. especially in games where water has little to zero significant impact on gameplay. It's water people. We spend 99.98% of our time on land and 97% of our time LOOKING at land.
    (1)

  4. #54
    Player
    seekified's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    896
    Character
    Karis Angara
    World
    Cerberus
    Main Class
    Dragoon Lv 80
    To be honest, I don't see why parallax mapping techniques are even needed with tesselation implemented. I thought parallaxing was meant as a cheap way of adding depth to textured surfaces? Tesselation achieves the same thing but without cheating, so I don't understand why you'd do both - on some surfaces parallaxing would be a better choice, but for things such as rocky terrain and cobblestones tesselation is a much more believable solution on its own.

    I did run the game in VSR at 3200x1800 for a while and honestly didn't see much of a performance hit - I'm fairly sure my CPU (4670k @ stock) is holding back the graphics card (R9 290) so any increase in load solely on the GPU is fine because it has free cycles anyway.
    (0)

  5. #55
    Player
    KisaiTenshi's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    2,775
    Character
    Kisa Kisa
    World
    Excalibur
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Havenae View Post
    I'll never grasp people's fascination/over-obsession on a game's water when judging graphics.. especially in games where water has little to zero significant impact on gameplay. It's water people. We spend 99.98% of our time on land and 97% of our time LOOKING at land.
    Limsa Lominsa, and the Fishing job says otherwise. Sure it's not Archeage with having actual maritime battles, but but there's still combat places in the game that have water like Leviathan primal and Satasha/Satasha Hard, Hullbreaker Isle, and the current Neverreap dungeon.

    The obsession with water is because it's one of three "impossible" things to render accurately. The other two are fog and reflections.


    https://youtu.be/qZFx-sLPtGs?t=38 Watch from 0:00:30 to 0:01:45 in Bioshock Infinite

    Now watch the FFXIV V1.0 opening segment https://www.youtube.com/watch?v=H0IofOyVIzw
    Can you tell which part was pre-rendered?

    These are both DX9.

    Radiosity is what makes things "look realistic", because otherwise everything relies on self-illumination.
    Liquid simulation is approaching having more realistic waves, but still doesn't reflect and disperse light like water would.
    https://youtu.be/6WZZARzpckw
    (0)
    Last edited by KisaiTenshi; 07-10-2015 at 09:21 PM.

  6. #56
    Player
    Riardon's Avatar
    Join Date
    Nov 2013
    Posts
    1,333
    Character
    Leowald Chestwood
    World
    Twintania
    Main Class
    Dark Knight Lv 80
    Game looks better than before. HBAO makes huge difference and I really like the uncompressed textures they look less blocky than before. Reflections are also nice when they work correctly. I see reflections on surfaces that they are not supposed to be like rocks, carpets etc. They need to fix this. New forms of AA should also be implemented. Water looks much much better now. Lighting is cool. What really this game needs is higher res textures. I can't stand those super low res textures on characters and surroundings. It looks like a hazy upscaled mess especially during cutscenes when the camera is close. They need to make a higher res texture pack for the PC. Consoles are fine as you usually play from far away on a TV and consoles cannot keep up with extra effects easily if not at all but PC is another story. We need higher res textures.
    (0)

  7. #57
    Player
    Fynlar's Avatar
    Join Date
    Jan 2014
    Posts
    2,997
    Character
    Fynlar Eira
    World
    Hyperion
    Main Class
    Red Mage Lv 100
    I can't really tell any significant different with DX11 either other than a drop in frame rate and stability.
    (0)

  8. #58
    Player MilesSaintboroguh's Avatar
    Join Date
    Nov 2013
    Location
    Gridania
    Posts
    5,764
    Character
    Miles Saintborough
    World
    Balmung
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Fynlar View Post
    I can't really tell any significant different with DX11 either other than a drop in frame rate and stability.
    Maybe your card doesn't support DX11?
    (0)

  9. #59
    Player
    Gilraen's Avatar
    Join Date
    May 2012
    Location
    Gridania
    Posts
    2,489
    Character
    Gilraen Bior
    World
    Midgardsormr
    Main Class
    Archer Lv 70
    I don't get why people thought DirectX11 would be akin to the Second Coming... that's not what DirectX does. That's what a graphics overhaul or update does. DirectX is a 'middle man'. Before Microsoft developed DirectX Windows had to deal directly with graphics card drivers. This was great... and terrible at the same time. If a game tried to do something that the graphics card couldn't it could result in the game freezing, crashing or Windows crashing altogether. DirectX is there for when a game asks for something the graphics card can't do, filling in as best it can. You still get freezes and crashes every so often but it's nowhere near as frequent. This is what DirectX is.
    (0)

  10. #60
    Player
    Riardon's Avatar
    Join Date
    Nov 2013
    Posts
    1,333
    Character
    Leowald Chestwood
    World
    Twintania
    Main Class
    Dark Knight Lv 80
    People who say they can't see difference with DX11 needs to either check their launcher settings, in game settings and their eyes. There is no possibility you can't see difference. Try turning down the DX11 specific features in game and you will see then. Double check you are actually running the DX11 version and your in game graphic settings. The most notable differences are the HBAO, water tessellation and parallax occlusion.
    (0)

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