Results 1 to 10 of 34

Hybrid View

  1. #1
    Player
    Denji's Avatar
    Join Date
    Sep 2013
    Posts
    894
    Character
    Daddy Milkers
    World
    Behemoth
    Main Class
    Marauder Lv 86
    Quote Originally Posted by CidHeiral View Post
    The more I see about it the more excited I get. I was fully expecting them to just run the textures through an upscaler and call it a day but all the ones they've shown so far have been completely remade which is insane.

    The thing I'm looking forward to the most however is the added object density in zones. The forest actually looks like a forest now and not three trees and a shrub. I can't wait to see how they update the older zones and cities!
    not to put a damper on things but they'll probably be just the 1.0 cities now that we have machine strong enough to display them in their proper glory instead of the sad versions we have now.
    for those unaware: in 1.0 (before ARR) things like flower pots had similar amounts of polygons as player characters and would cause even the best computers to grind to a halt.

    that aurum vale update we got? they basically just used a bunch of 1.0 assets to make it closer to the original version (which iirc was actually directly attached to dezamel darkhold?)
    (3)

  2. #2
    Player
    Iscah's Avatar
    Join Date
    Nov 2017
    Posts
    14,043
    Character
    Aurelie Moonsong
    World
    Bismarck
    Main Class
    Summoner Lv 90
    Quote Originally Posted by Denji View Post
    that aurum vale update we got? they basically just used a bunch of 1.0 assets to make it closer to the original version (which iirc was actually directly attached to dezamel darkhold?)
    Were Aurum Vale and Dzemael both on the same map, or was Dzemael much bigger previously? I previously noticed that there seem to be more locations sketched out on the dungeon map some distance from the parts that you visit.
    (1)

  3. #3
    Player
    Denji's Avatar
    Join Date
    Sep 2013
    Posts
    894
    Character
    Daddy Milkers
    World
    Behemoth
    Main Class
    Marauder Lv 86
    Quote Originally Posted by Iscah View Post
    Were Aurum Vale and Dzemael both on the same map, or was Dzemael much bigger previously? I previously noticed that there seem to be more locations sketched out on the dungeon map some distance from the parts that you visit.
    It's been a very, very long time but I think they were both one single dungeon if I recall correctly.
    Also thousand maws was an end-game dungeon.

    ...

    It was weird.
    (0)

  4. #4
    Player
    DiaDeem's Avatar
    Join Date
    Jan 2014
    Location
    Ul'Dah
    Posts
    1,645
    Character
    Vivian Rysto
    World
    Leviathan
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Denji View Post
    It's been a very, very long time but I think they were both one single dungeon if I recall correctly.
    No, AV and DD were never the same dungeon.

    As for the graphical update itself, I'm just gonna quote myself:

    Quote Originally Posted by DiaDeem View Post
    One of my main complaints about XIV's graphics, besides lighting has always been the awful implementation of FXAA as the sole solution for antialiasing in the game, and after watching the Keynote from EU, I'm a bit concerned.

    FXAA is an (ancient) post processing solution that's just not very good at handling jaggies. You know how stairs look all jagged and flickery? That's FXAA unable to properly treat the image:




    This image is from the EU Fanfest keynote:


    And if you take a look to the right:


    The steps are a jagged mess, and so are the tracks and boards on the platform on the right side of the image. This isn't game breaking, but it's the kind of thing that once you see, you can't unsee. This is also just not enough for what's being sold to us as a major graphics update that's supposed to last for another ten years at the minimum. FXAA is 14 years old at this point time, and it's just good enough for modern games.

    What we need:
    - More options for native resolutions such as MSAA and TAA
    - Implementation of FSR, DLSS and XeSS

    Though FSR, DLSS and XeSS are meant as upscalers, their AA treatment is just vastly superior to FXAA, not to mention these upscalers are just good to have to play on higher resolutions while keeping performance.

    I'm very excited for the graphical update, but the current state of AA shown in it so far is just very lacking, and I hope something can be done about it in time for release.
    (3)

  5. #5
    Player
    DaRealSlarkShady's Avatar
    Join Date
    Nov 2023
    Posts
    1
    Character
    Bara Cat
    World
    Behemoth
    Main Class
    Dragoon Lv 90
    Shaders are easily where the game can see the most increase in visual quality for the least amount of work-- and I'm happy to see the progress they've made with them.

    Outside of a critical need for AA, I hope they also touch on the landscape shaders. Specifically, I'd like see texture bombing-- essentially randomization to break up the repeating nature of the textures. This would do wonders for a lot of the older areas, and the best part is that it's possible without having to modify any of the existing assets.

    As far as dreaming goes, I've also seen some claims in this thread that ray-tracing would not fit this game for multiple aesthetic reasons, but I don't believe that is true. IMO ray-tracing would do wonders both for reflections and for global-illumination, where the bounce lighting can affect colors.
    (2)

  6. #6
    Player
    Shougun's Avatar
    Join Date
    Jan 2012
    Location
    Ul'dah
    Posts
    9,431
    Character
    Wubrant Drakesbane
    World
    Balmung
    Main Class
    Fisher Lv 90
    Quote Originally Posted by DaRealSlarkShady View Post
    Shaders are easily where the game can see the most increase in visual quality for the least amount of work-- and I'm happy to see the progress they've made with them.

    Outside of a critical need for AA, I hope they also touch on the landscape shaders. Specifically, I'd like see texture bombing-- essentially randomization to break up the repeating nature of the textures. This would do wonders for a lot of the older areas, and the best part is that it's possible without having to modify any of the existing assets.

    As far as dreaming goes, I've also seen some claims in this thread that ray-tracing would not fit this game for multiple aesthetic reasons, but I don't believe that is true. IMO ray-tracing would do wonders both for reflections and for global-illumination, where the bounce lighting can affect colors.
    I want to see Mor Dhona with ray tracing ...haha. The new can it run Crysis moment, those reflections would be something

    In general locations I'm sure it could add a lot of value (and for crystal heavy areas they can find solutions to clamp potential chaos).
    (1)

  7. #7
    Player
    Jeeqbit's Avatar
    Join Date
    Mar 2016
    Posts
    7,437
    Character
    Oscarlet Oirellain
    World
    Jenova
    Main Class
    Warrior Lv 100
    Quote Originally Posted by DaRealSlarkShady View Post
    I've also seen some claims in this thread that ray-tracing would not fit this game for multiple aesthetic reasons, but I don't believe that is true. IMO ray-tracing would do wonders both for reflections and for global-illumination, where the bounce lighting can affect colors.
    Well the development panel they went over their work on lighting was at https://www.twitch.tv/videos/400283650?t=00h16m59s

    Ray-tracing could require a lot of work to the game because it has been designed around the current lighting system and it means going and adjusting all their current lights.

    That and would ray-tracing produce the colors that they want ie. the color scheme they have for Ahm Araeng in different weather that they worked hard on? You can see the points they made about this in slide1 and slide2.
    (0)
    Last edited by Jeeqbit; 12-08-2023 at 10:02 AM.
    In other news, there is no technical debt from 1.0.
    "We don't have ... a technological issue that was carried over from 1.0, because ARR was meant to kind of discard what we had from 1.0 and rebuild it from the engine."
    https://youtu.be/ge32wNPaJKk?t=560

    Quote Originally Posted by Jeeqbit View Post
    Want to know why new content will never last more than 20 minutes? Full breakdown:

  8. #8
    Player
    PEANUT's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    444
    Character
    Dawn Nova'nuru
    World
    Excalibur
    Main Class
    Conjurer Lv 90
    Quote Originally Posted by DaRealSlarkShady View Post
    Shaders are easily where the game can see the most increase in visual quality for the least amount of work-- and I'm happy to see the progress they've made with them.

    Outside of a critical need for AA, I hope they also touch on the landscape shaders. Specifically, I'd like see texture bombing-- essentially randomization to break up the repeating nature of the textures. This would do wonders for a lot of the older areas, and the best part is that it's possible without having to modify any of the existing assets.

    As far as dreaming goes, I've also seen some claims in this thread that ray-tracing would not fit this game for multiple aesthetic reasons, but I don't believe that is true. IMO ray-tracing would do wonders both for reflections and for global-illumination, where the bounce lighting can affect colors.
    1000%!!! The older areas have been explored countless times so that sounds like it would really help to improve not just graphical quality but the repetitiveness of these areas where we have to go back to for story content and side quests over and over.

    I also am 1000% onboard for wanting ray-tracing. I keep thinking of when ray-tracing got implemented in Minecraft which is also an extremely old game and how much that alone improved the graphical quality. It would help with showing off more colors as you have said, but also helps with reflections as well which really amplify materials and bring more realism in water and such.
    (0)

  9. #9
    Player
    PEANUT's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    444
    Character
    Dawn Nova'nuru
    World
    Excalibur
    Main Class
    Conjurer Lv 90
    Quote Originally Posted by DiaDeem View Post
    No, AV and DD were never the same dungeon.

    As for the graphical update itself, I'm just gonna quote myself:
    Very good point! I have heard others complain about this as well, it doesn't bother me PERSONALLY, but might if I play this in higher res. I'm on board for doing the most possible to make this game shine!
    (0)

Tags for this Thread