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  1. #1
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    Thing is though, no matter how many polygons you added to that cliff it would still look crap because the texture is low res as hell because of the crappy curtain LOD.
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  2. #2
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    Abriael's Avatar
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    Abriael Rosen
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    Quote Originally Posted by Sinzfeldt View Post
    Thing is though, no matter how many polygons you added to that cliff it would still look crap because the texture is low res as hell because of the crappy curtain LOD.
    That's why you're given the option to use the depth of field effect if you find it so much of a problem.
    Most games hide it by adding distance haze (that normally can't even be deactivated) or by shortening radically the draw distance.

    I'd rather have the minor annoyance of the LOD, but the extremely long (and quite spectacular) draw distance that the FFXIV engine grants, than not being able to see at an even remotely realistic distance like in other MMOs.
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    Last edited by Abriael; 04-07-2011 at 05:41 PM.

  3. #3
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    Quote Originally Posted by Abriael View Post
    That's why you're given the option to use the depth of field effect if you find it so much of a problem.
    Yes lets give players fish vision, that's a real solution to the problem eh.
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  4. #4
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    Quote Originally Posted by Sinzfeldt View Post
    Yes lets give players fish vision, that's a real solution to the problem eh.
    Which is pretty much the same than adding the strong distance haze you see in other games (just as unrealistic as depth of field). The difference is that depth of field in FFXIV can be deactivated. The option to deactivate the haze in other MMORPGs is most of the times not present, because it would reveal extreme clipping in the distance.

    Quote Originally Posted by Munba View Post
    And also in Jeuno that white/yellow in the floor 'softens' the general grey atmosphere.
    I disagree, that floor is way too bright and flat. Personally I find it the most jarring part of the entire architecture.

    I much rather prefer thenormal mapped cobblestone in Limsa. At the very least it has depth and weathering (without even going to touch on the darkwood of the upper floor, which is way better wnd warmer, IMHO).

    tastes, I would guess. And that's the whole issue. Art direction is a mainly subjective topic.

    LL becomes a bit warmer only during the sunset and dawn, for obvious reasons.
    That's the good aspect of grey, or similar neuter colors. They take on the color of lighting much more effectively, and sunset/sundown lighting in FFXIV is quite stunning (not as stunning as the glare that shoots in your eyes when you walk out of a doorway in full sunlight, but that's a different "stunning" effect )
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    Last edited by Abriael; 04-07-2011 at 05:57 PM.

  5. #5
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    Quote Originally Posted by Abriael View Post
    Which is pretty much the same than adding the strong distance haze you see in other games (just as unrealistic as depth of field). The difference is that depth of field in FFXIV can be deactivated. The option to deactivate the haze in other MMORPGs is most of the times not present, because it would reveal extreme clipping in the distance.
    I'd take haze over fish vision anyday personally, in some areas Cadaevre mire it really worked well. But the problem is that the texture detail distance really isn't that far so running around it is really noticeable.
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  6. #6
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    Quote Originally Posted by Sinzfeldt View Post
    I'd take haze over fish vision anyday personally, in some areas Cadaevre mire it really worked well. But the problem is that the texture detail distance really isn't that far so running around it is really noticeable.
    Maybe I wouldn't take "fish vision" over haze (in fact i run with the depth of field deactivated, something tghat I can't do with games that feature haze), but I definitely won't take haze over the long draw distance.
    The texture LOD (that's evident only in very few areas), is a small price to pay for a game in which you can see pretty much as far as you do in real life. IMHO.
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  7. #7
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    Munba's Avatar
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    Munba Lunru
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    Quote Originally Posted by Abriael View Post
    tastes, I would guess. And that's the whole issue. Art direction is a mainly subjective topic.
    Indeed. And i see your points as well.


    Instead, speaking about graphics (technically) only, here are some bad points i noticed more:

    - Water seems really not 'consistent' when you walk in it. Splash effect is very bad in the actual state and the whirls are too subtle.
    - Trees (and brushes) are too much low-res, with too much 'tiny' leaves, so the upper part (with leaves) seems a sheet of paper, especially when they moved by the wind. It creates a strange effect of 'trasparency' between the leaves sometimes.
    - Lack of building/trees/other shadows. It would increase the atmosphere MUCH.
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  8. #8
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    Quote Originally Posted by Munba View Post
    Indeed. And i see your points as well.


    Instead, speaking about graphics (technically) only, here are some bad points i noticed more:

    - Water seems really not 'consistent' when you walk in it. Splash effect is very bad in the actual state and the whirls are too subtle.
    - Trees (and brushes) are too much low-res, with too much 'tiny' leaves, so the upper part (with leaves) seems a sheet of paper, especially when they moved by the wind. It creates a strange effect of 'trasparency' between the leaves sometimes.
    - Lack of building/trees/other shadows. It would increase the atmosphere MUCH.
    Also, whenever you move around, in the distance the low res textures come into view as an approaching wavefront. There is no gradual progression between high and low resolution textures. It's crazyyy.
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