Quote Originally Posted by Tehmon View Post
I hope it's increased character customization options.
Though I'm guessing it has to do with lighting, since it's real janky and often criticized. Unless that has already been addressed and confirmed.

In the end, who knows what '' immediate aesthetical aspects '' when it comes to a visual upgrade.
Improved lighting is part of the whole package they've already talked about.

What they've talked about/shown off:

- Mesh improvements (to the face, at least. Extrapolating that it'll apply to the entire body too, that just makes sense)
- Material improvements (their example: gold actually looking like gold, so that would indicate better and more PBR shaders with metalness and roughness workflows)
- Texture upres (speaks for itself)
- Lighting improvements and adding more lighting points and hues (ditto)
- Improved shadow resolution
- Improved foliage. (Also ties into texture resolution since the transparency of cutouts is also driven by texture maps) Presumably improved trees as well
- Increased ground and environment clutter to offset some of the tiling/sameyness and instill a more "lived in" feel. Their example was Thavnair, but we've no idea if they'll apply this to all old content (hopefully)

- Upgrading custom NPCs. Since some of them are their own meshes, they might not automatically improve with the rest and need a custom touch; they indicated doing that in batches. (Think Varis, Crystal Exarch, etc.)


What we may infer/assume/reasonably hope for, but it hasn't been stated or shown outright:

- New/better antialiasing, which is long overdue. By years, actually. If they don't add it now, that's a real flop on their part.
- Better environmental effects, like distance and height fog (does well at creating a sense of scale and distance)
- Introducing more texture maps for landscape meshes, blending between them and creating more irregularity/randomness on ground planes rather to get rid of obvious tiling
- Subdivision of landscape geometry so they can get rid of jarring sharp elevations where they need to. Not to be confused with dulling mountains, just smaller and more gradual inclines and hills