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  1. #111
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    Anyways, one thing I do like in FFXIV is how everything is given interesting textures. You never find something that isn't crafted with a lot of care. All the objects are high-polygon items with relevant textures. Nothing is just drawn-on.

    But, all in all, I think I would sacrifice some graphical intensity for a truly seamless world with more original landscaping... and water that isn't just a repeated tile.

    Notice how in this video, water actually moves around:

    http://www.youtube.com/watch?v=Ok4_n84GjVI
    (0)

  2. #112
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    Rowyne's Avatar
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    Rowyne Olde
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    Quote Originally Posted by BelgianRofl View Post
    World of Warcraft Water

    Just because a game has a lot of character models, doesn't mean the graphic technology has to be archaic like FFXIV's is. SE's proprietary engine is so poorly optimized that it makes games run a lot worse than a modern engine like Unreal or Source.
    To be fair, though, WoW completely redesigned the water effects just before Cataclysm. So they were able to give it some real attention.

    Before Cata, for years, they were horrendous.

    I think FFXIV's water effects are just fine.
    (1)
    Last edited by Rowyne; 03-15-2011 at 02:15 PM.

  3. #113
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    ua water in WoW was blue was completely stationary.. pretty much like water in mario 64 or legend of zelda ocarina of time.

    to be fair, water is not that easy to render. Water is a constently moving and is not a solid object. Water is actually is a laying process. Most do the block with a duel layer top to mimic depth and ripples. Some games add darkening and dust to make it appear like you are swimimg in a lake.

    Two worlds 2 did a pretty good job. I can't wait for elder scrolls skyrim. ^^
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  4. #114
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    Kam's Avatar
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    Kamara Barrett
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    Quote Originally Posted by BelgianRofl View Post
    **** http://i.imgur.com/nmxe9.jpg ****

    The World Graphics - most notably in Limsa Lominsa - are very sub-par.

    Light is allowed to shine through walls and objects. Buildings/Landscapes do not cast shadows or reflect on water like they should. The inside of helmets light up when it should be dark.

    Repeating textures are worse than in world of warcraft - again, most notably on Limsa Lominsa cliffs.

    FFXIV also has some of the ugliest water graphics of any game made in the last 10 years.

    **** http://i.imgur.com/nmxe9.jpg **** <- Click Here to see an evolution of graphics throughout the years.

    I don't understand what happened between FFXIV 2005 and FFXIV 2010...
    It knows what its doing, dont respond to it, it'll only grow stronger..
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  5. #115
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    Evangela's Avatar
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    Evangela Monterossa
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    if you want to test about the water graphics... go to Camp Ever Lakes, there a spot that you can run through the lake. of course you should be strong enough to fight the Firedrakes
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  6. #116
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    Quote Originally Posted by gifthorse View Post
    I thought that there were a lot of games which used this technique. In any case, it certainly adds depth to the animations in FFXIV. It's probably one of the best features of the game.
    I agree, the motion capture makes the character animations extremely lifelike. The facial expressions and the attention to detail still impress me. I love how when your character runs and comes to a stop, they shift their weight.

    But the thing that I've never seen in another MMO that is still amazingly unique to me is how when you're leaving certain places (like the Drowning Wench), where it's dimly lit inside, but bright outside, the light hurts your eyes as your eyes 'adjust'.

  7. #117
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    Abriael's Avatar
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    Abriael Rosen
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    Quote Originally Posted by BelgianRofl View Post
    Your point was that SE is unable to add reflections to water because there are a lot of characters on-screen. #1, water doesn't have to reflect characters. Reflect world is fine. #2, adding an option to correct shading in the game will simply allow people who have a rich-man's graphics card the ability to look at a game that doesn't look like it was made 10 years ago. #3, adding reflections and adding real shading will not tax the system as much as ambient occlusion does, and it will make the game look much better and lifelike.
    Reflecting the world still takes a toll on the hardware. The engine needs to have resources free in order to display the enormous level of detail in comparison to other games, so they simply let some effects that have a very high hardware impact out.

    They already said that ambient occlusion has been implemented simply as a futureproof option.

    You can scream "there's no excuse!" as much as you want, but you'd still not know anything about what you're talking about. Your argument is based on nothing.
    or better, You don't have an argument. The game overally looks much better than any other in the market. Calling the graphics "lackluster" is nonsensical at best.

    Quote Originally Posted by BelgianRofl View Post
    Character animations [excluding Lalafell] in this game are great. most games nowadays use motion capture. It's a very commonly used tech that saves boatloads of development time.
    It's not as common as you think. While it's common for game developers to use mocap, mocap goes from extremely advanced all-purpose studios to home-friendly setups that cost a few hundred dollars.

    It's not common at all for developers to use a dedicated studio equipped with a 44-camera Vicon MX40 system, capable of body, facial and hands tracking, which is one of the best (and most costly) in the industry and that most game developers simply cannot afford. That's why FFXIV's animations (and the anims of other SE games) are so much better than most of the competition.

    Quote Originally Posted by gifthorse View Post
    In some ways Crystal Tools seems better given the fact that FFXIV is a very beautiful MMO in 90% of cases, but I would like to have seen what SE was capable of doing with another engine just for comparison.
    Unfortunately we already saw it. It's called "The Last Remnant", one of the technically worst games ever released by SE, made with the Unreal Engine.
    It's available on steam if you have an iron stomach and are so curious to see what SE will do with the UE. The story and gameplay aren't even that bad, but the technical implementation is utterly sub-par.

    Which isn't surprising. It's fairly obvious that the staff of a company will perform better with an engine created in-house, to which they have been specifically trained and with which their professionality is most likely to have grown.

    This is the same reason why Epic Games gets a lot more out of the Unreal Engine than any third party using it. Same with Crytech with the Cryengine.

    As I said earlier, SE isn't able to render water or fire properly with the Crystal Tools engine
    Water and Fire in FFXIII look VERY proper. Water in FFXIV looks rather good as well, and as many already stated in this thread, yours is more a matter of taste. And after meeting a certain fire-based summon in game, I can say that fire looks awesome too.

    nor are they able to create a seamless world. Some of these factors have contributed to the copy-and-paste situation everyone is so fond of. For example, in order to create such a large world, SE had to employ the cheat of using repeated blocks of land which are loaded in as you zone into the area. If they had used an engine capable of loading in the geography around a player as he moves, then they wouldn't have needed to make this compromise.
    Every single MMORPG uses asset recycling to adress memory shortages. Whatever their engine is and no matter if they use streaming tricks.
    Also, the FFXIV world is more seamless than most, as there are no loading times between open and closed spaces.

    Also, there is no blurring between low-res and high-res textures in the distance. So as you move, you see a definite line between the two qualities of textures. Up close, everything looks good, but far away, you realise something is wrong.
    That's what depth of field is for, and texture "rezzing" is a common issue in every game. Other games simply limit it by limiting the available depth of vision, putting obstacles to obstruct it or using the same depth of field trick.
    (1)
    Last edited by Abriael; 03-15-2011 at 02:44 PM.

  8. #118
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    if you truely want to see crap "next gen" graphics play two worlds 1
    its even worst then zelda Oot. >.> no lie.
    (0)

  9. #119
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    Kam's Avatar
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    no-one has addressed the fact this was started by a resident troll of the forums?

    FF14 is the best looking MMO on the market by-far.

    let it die. troll thread is trolled.
    (0)

  10. #120
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    Rhianu's Avatar
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    Rhianu Esparta
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    Gilgamesh
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    Quote Originally Posted by Abriael View Post
    Some effects have to be deactivated in order to save hardware resources.
    Sure, but don't you think it should be up to the player to choose which effects those are? I mean, considering how vastly different individual PCs can be, I think it would make more sense to make it so that the game can render any effects, and then give players the choice of which ones to enable or not.
    (0)
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