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  1. #1
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    Ath192's Avatar
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    Interesting Bit of Speculation Regarding Game engine

    SE refused to disclose what engine FFXVI is running on, and I share Quazii's hope that it makes it into FFXIV.

    Since Yoshi-P has been tied into the game development he would be very familiar with it and maybe it can happen.

    Supposedly some of the graphics update was going to get rolled slowly between 6.0 and 7.0 but we are over half-way in the 6.X patches and the only thing we've seen is dynamic resolution.

    This leads me to believe that either they have run into issues and it's taking them longer OR, and perhaps my hope, that the graphical update is a lot bigger and better than we imagined and they are keeping it a surprise.

    I have linked the time stamped video here:
    https://youtu.be/c1GcWd3YasM?t=1215
    (1)

  2. #2
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    Atelier-Bagur's Avatar
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    This is a bit of copium but would wish it were true.
    (3)

  3. #3
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    Valkyrie_Lenneth's Avatar
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    Lynne Asteria
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    Single player game engines don't generally tend to make great mmo engines



    Different needs and the like.
    (10)

  4. #4
    Player
    Ath192's Avatar
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    Quote Originally Posted by Valkyrie_Lenneth View Post
    Single player game engines don't generally tend to make great mmo engines



    Different needs and the like.
    Unreal engine is being used to develop MMO's so while this can be true, it doesn't have to be.
    (5)

  5. #5
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    Atelier-Bagur's Avatar
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    Quote Originally Posted by Ath192 View Post
    Unreal engine is being used to develop MMO's so while this can be true, it doesn't have to be.
    While not the best example but do recall that 1.0 suffered because they tried to use the Crystal Tools Engine which was used for FFXIII to accommodate for an MMO space which we all know led to a ton of problems.

    I say not best example because current engines already are capable of doing MMO games with high graphical fidelity just depends on how well they're able to translate it into FFXIV.
    (1)

  6. #6
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    Ath192's Avatar
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    Quote Originally Posted by Atelier-Bagur View Post
    While not the best example but do recall that 1.0 suffered because they tried to use the Crystal Tools Engine which was used for FFXIII to accommodate for an MMO space which we all know led to a ton of problems.

    I say not best example because current engines already are capable of doing MMO games with high graphical fidelity just depends on how well they're able to translate it into FFXIV.
    Yeah but imo that wasn't the whole issue. If the people designing the game knew better than to make plants with hundreds of polygons and the like the game wouldn't have had anywhere near the performance issues they had. It was a combination of things that led to that disaster.

    I'm sure someone with a lot of experience and knowledge on how MMOs work and are supposed to run could've made something decent with crystal tools. Either way though, newer engines coming out probably would be more robust and flexible for this sort of thing than the older ones for sure. So in technology, what was once true doesn't always remain the case in future iterations.
    (0)

  7. #7
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    Valkyrie_Lenneth's Avatar
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    Quote Originally Posted by Ath192 View Post
    Yeah but imo that wasn't the whole issue. If the people designing the game knew better than to make plants with hundreds of polygons and the like the game wouldn't have had anywhere near the performance issues they had. It was a combination of things that led to that disaster.

    I'm sure someone with a lot of experience and knowledge on how MMOs work and are supposed to run could've made something decent with crystal tools. Either way though, newer engines coming out probably would be more robust and flexible for this sort of thing than the older ones for sure. So in technology, what was once true doesn't always remain the case in future iterations.

    Polygons wasn't really whe whole reason for 1.0s issues.



    Polygons didn't cause trading to take forever. That was archetecture.



    The polygon thing gets mentioned a lot, because the game was graphically intense. But I only had a midrange system and was able to play at 1080p/60fps.



    The whole game was server side. Mouse cursor, included.
    (6)

  8. #8
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    Atelier-Bagur's Avatar
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    Quote Originally Posted by Ath192 View Post
    Yeah but imo that wasn't the whole issue. If the people designing the game knew better than to make plants with hundreds of polygons and the like the game wouldn't have had anywhere near the performance issues they had. It was a combination of things that led to that disaster.

    I'm sure someone with a lot of experience and knowledge on how MMOs work and are supposed to run could've made something decent with crystal tools. Either way though, newer engines coming out probably would be more robust and flexible for this sort of thing than the older ones for sure. So in technology, what was once true doesn't always remain the case in future iterations.
    Actually they've already done this successfully. Its called Dragon Quest X, the Japan only MMO that uses Crystal Tools. The reason why it worked there was due to how much simpler the game's graphics and systems were compared to FFXIV.
    (0)

  9. #9
    Player
    Vallerie's Avatar
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    Valeria Ymir
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    Quote Originally Posted by Ath192 View Post
    Unreal engine is being used to develop MMO's so while this can be true, it doesn't have to be.
    And pretty much all of the MMOs running on Unreal are some of the worst optimised games out there, because the engine was not built to support the sort of structure MMO needs.
    (0)

  10. #10
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    Amarande's Avatar
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    Miyako Aikawa
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    Quote Originally Posted by Valkyrie_Lenneth View Post
    Single player game engines don't generally tend to make great mmo engines



    Different needs and the like.
    Definitely this, as most single player engines I've seen in modern times aren't really designed with, for instance, large numbers of simultaneous onscreen actors at a time (think Hunts or certain FATEs especially). There's a reason why for instance the original Doom game engine is still heavily preferred for fans of mass slaughter shooter gameplay, it's because the old school 2.5D sprite based design can actually handle the hundreds of monsters and sometimes thousands of projectiles at a time (in fact, just try playing one of the "tons and tons of monsters in a room" experimental pieces like Nuts.WAD on a GL engine like GZDoom ... you'll find that even on a computer 20+ years newer than the thing was made you still can't get a decent framerate to save your life LOL).

    Given the graphical level of FFXVI, and for that matter Forspoken, I could expect a disaster if such an engine was brought over verbatim to FF14. (In particular, given the reviews of Forspoken, I could easily imagine long time players suddenly having to scramble to get a PS5 and re-purchase all their XIV licenses for it or else literally have to get a RTX 4080/4090 to get decent speed in crowded areas. Might even make the Dalaran lag from original Wrath of the Lich King look snappy on less. I'd rather not have to replace my RX 6600 this soon ...)
    (1)

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