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  1. #11
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,882
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by MorionQ View Post
    No, but I think WoW had a major graphical overhaul and update during one of its expansions.
    It's been getting increasingly better in bits and pieces since WotLK or more noticeably since Cataclysm, around the original XIV's release, rather than having any single "major overhaul".

    Wrath greatly improved the bounds of texture quality, though it didn't go ham with the added capacity at first despite doubling the minimum RAM requirements at the time to 1 gig. Cataclysm, which featured an underwater zone, most noticeably entirely redid how water was rendered; it also added Dx11 support, most noticeably through sun-shafts and dynamic lighting, and improved character models. Mists greatly improved shadows and lighting, without which the expansion's Sha enemies likely would have seriously lacked visual punch, and further improved on character models and animations, especially for key NPCs. Legion provided further optimization and some more nuanced forms of glow, and just generally spent a bit more time on the floor textures and doodads to really bring out the gritty pseudo-realism of the "viking" lands' slopes, the glow and glint of snow in High Mountain, the magical-but-none-too-gaudy appearance of the plants in Suramar, etc, and further graphical features support. Battle for Azeroth then polished characters even further, while Shadowlands will be providing a plethora more character customization options alongside revised UI and deeper Dx12 support to really nail the feel of its zones without bogging frames, it would seem.

    Honestly, at this point, WoW's graphics generally leave fewer obvious points of disappointment or anything obviously jarring than do XIV's.

    Outside of certain areas of vanilla zones, the terrain is less sharply cut, patchy, or pixelated than a typical XIV zones, and forgoes any obvious repeating textures across wide spans of the same terrain. Modern WoW armor generally looks fine from afar and fine from up close, rather than looking realistic at a distance and then horribly pixelated when zoomed in tight. Heck, if I judge the two experiences holistically, XIV today (as expanded July 2019) feels to me much like Mists did then (Sep 2012), but somehow less... artistically-cohesive.

    You can say much of that is because of WoW's more "cartoony" art style from the offset, but honestly it just seems to be due to a lot more attention to what will matter for what they next want to produce, what improvements can be steadily made without getting in the way of content creation, and a general interest in making the experience look more polished and artistically striking and cohesive whenever they can. Both games have struggled with engine limitations and old spaghetti code. But while XIV uses those excuses like an unsurmountable limitation, WoW has been consistently working to overcome each and has actually made progress with no content droughts owed specifically to doing so (each has been due, instead, to "preemptive salvaging").
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    Last edited by Shurrikhan; 08-25-2020 at 02:55 PM.