Remember when the devs told us that "The mindset that the solution to every problem could be patched in a future update" was an "easy step to failure"? I guess they forgot, seeing as it was 10 years ago.Have to agree.
It would be better overall if CBU3 worked on completing at least one thing before jumping onto another project, rather than giving us these early access type of implementations that will not be complete for the next few years.
Particularly, Hats on Hroth/Viera, Dual Dye system & Gear Texturing as some of the obvious matters.
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Just look at the Gunbreaker AF set compared to the Warrior one – they're like night and day. The GNB set actually has very crisp and HD textures, while the WAR set looks like something straight out of Stormblood.
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I agree that outfits featured in the story or prominent quests should have gotten priority. Like why was Koana's outfit not updated?
Its really odd how some pieces seem to be really high res while others seem to be low res on the same gear set. For the Warrior 99 AF gear, the metal texture on the head, gloves and boots is really good, but the chest piece has really bad texture work in comparison, both the metal and the leather. I assume this will be patched, but its good to raise awareness because its very inconsistent. Compare the WAR chest piece to the PLD or GNB chests and its night and day.
I know they are updating older gear in waves, but I do find it strange that they didn't update the textures for gear that prominent NPCs will be wearing and have close-ups of, like Koana using the EW MCH set, you'd think they'd give that some extra love seeing as its going to be front and center in the MSQ.
Basically this. All armor sets in FFXIV are in greyscale and the way they're colored is what causes the pixel look most gear have. Even if you ramp up the texture size to insane resolutions, there would still be "pixels" visible because the way color and materials are assigned to gear is through solid RGB codes in an image channel- with each code representing a colour stored in a "color palette" file which is modified by your dyes n stuff. I'm not surprised Dawntrail didn't actually fix this problem but that's just cause I'm aware of how this cursed game actually handles materials and textures.
I chalk this up to just being the "quirks" of FFXIV's dye system that we have to live with. It's unfortunate but it is what it is.
The GNB set relies heavily on normal maps to look good. The WAR set unfortunately has colour differences in the metal so that utilizes the "solid rgb image channel" I mentioned earlier in this post and that why it looks so crunchy.
Last edited by SuRge991; 07-18-2024 at 08:36 PM.
I think a good chunk of the issue with the WAR AF top is less about the technical business of how the textures work but actually what we call texture density.
Generally speaking, you want the texture density (very simply put, how many pixels are allocated to x cm² of the mesh) to be uniform across all parts of a model with one main caveat - more detailed things and focal points should get more texture space, since they have more data to show. There's a few little tricks here and there, but those two are the general rules to follow.
The Agoge set... has incredibly poorly thought out texture density. The most detailed parts take up very small spaces on the texture maps, while the fabric belts and the plain leather skirt part at the back - you know, the part with just the faint creases and a handful of tiny scratches that aren't really integral details - have much larger allocations. It even looks like the tiny little clips on the front of the chest have as much texture space as half of one plate of the pauldron, which is... mad.
I think it's likely something to do with how the engine applies the actual fabric textures on top of the normal maps - since they're updating those textures to be super realistic (like the weaving on the blue parts of Alphinaud's gear) they want to give them plenty of space to shine... but on this gear piece specficially, I don't think that was the correct angle to take. Especially since there's no woven texture to the leather parts.
The fur seems to have had a fairly large allocation on the texture map as well, but I don't think that's unreasonable given that it's attempting to define so many strands. I think I personally would have given less space to the fur inside the skirt since it's not a focal point, but. to each their own.
It kinda feels to me like it was lacking the human touch of manually packing the UVs to ensure the texture density was sane and complimented the levels of detail in different areas of the gear in favour of just using an automatic UV packing program...
I'm not too sure about that, as the reworked lvl 90 PLD AF set clearly doesn't have the same issue after the graphics update - there isn't as sharp of a difference between the different shades of metal:
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I'd bet this is not intended at all and likely will be fixed in an upcoming patch. I mean the fact there's no texture filtering at all on a brand new armor set, especially when even games from 2004 have it is just bizarre...
Glamour without restrictions* is long overdue!
If you think so too, help keep the thread going!
https://forum.square-enix.com/ffxiv/threads/455359-We-really-should-be-able-to-glamour-other-jobs-sets
If you look at the official Dawntrail site the sets there look the same as they do in game. It seems intentional.
Highly disappointed still seeing pixelated textures on new gear and even some plant/foliage in dawntrail.
The game looks better for sure, but pixalated textures really makes one question what the whole graphics update was about.
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