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  1. #4
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,863
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Malzian View Post
    In 1.x the intention was to take the graphical styling on XI and push it even further beyond that graphical fidelity as far as they could. To that end, the graphics contained an ASTOUNDINGLY high polygon count to the point where even simple objects were achieving counts that character objects reach today (aka: OP flower pots). However, in chasing down this ideal they went a goodly bit too far and ended up with a graphical system that nearly no computer of the day could handle. Even by today's standards the graphics were overkill when it came to processing power.
    I take this inflated factoid and raise you anecodatal experience.

    In 1.23 at Desktop (Standard) settings I ran around 30 fps (when running in Windowed Borderless; there was a strange fps loss in true Fullscreen with no noticeable graphical improvement)
    Upon ARR's release at Desktop (Standard) settings I ran around 30 fps (whether in Full Screen or Borderless).

    They bogged equally (little) under particle effects and (noticeably) when loading many characters at once on screen. Shadows in some cases bog more heavily in Luminous than they did with Crystal Tools.

    Luminous came with the advantage, apparently, of supporting more doodads on screen at a time, allowing for the more cluttered / compact ARR world design. But it has yet to show that it can maintain the same graphical fidelity as Crystal Tools, while averaging nearly the same FPS (at least with my old potato of a computer and my newer but equally powerful laptop). Maybe ARR just struggled with those particular computers, while providing some huge FPS jump to others, but I would imagine, after fixing the Fullscreen issue on 1.x, that the FPS increase in the transition was more the outlier.
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    Last edited by Shurrikhan; 07-15-2017 at 06:07 AM.