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  1. #1
    Player
    Akonyl's Avatar
    Join Date
    Aug 2013
    Posts
    369
    Character
    Sygglona Ahldfarrwyn
    World
    Adamantoise
    Main Class
    Bard Lv 100
    Quote Originally Posted by CidHeiral View Post
    Almost anywhere two materials meet is very pixelated.
    I'm obviously not a FF14 dev (though I am a software dev) so take it with a grain of salt, but I think this (which I think is the main issue that makes things look terrible, honestly) is just something that's likely an unfortunate side effect of how the FF14 engine handles textures, and isn't something they can totally fix without a rework or massively bumping texture resolutions (and thus game size). (Also: In the OP, that image isn't really showing two images with wildly different resolutions, the new one just has better detail, though I guess it's hard to say 100% with stream compression. The jagged edges on the first one are likely unseen edges on the armor anyway).

    From what I remember hearing, the material system in the game identifies materials via a numeric value encoded in one of the textures, interpreted as I believe materials 1-16, rather than say, a texture where RGB define the % influence of 3 specific dyes/materials (which some games do use, but is more costly). The issue there though is that it means the values can't be smoothly interpolated, because if you for example had material 1 and material 3 right next to each other, the blending would be interpreted as meaning there was a thin band of material 2 between them, which would show its own ugly artifacts (materials being where they shouldn't). So they have to go with nearest neighbor (pixelated) interpolation, which yields jagged edges like we have.

    A lot of games don't actually have textures much better than XIV, it's just that when you actually allow the engine to interpolate/blur textures, they look measurably better even at the same resolution. It is pretty unfortunate though, and it'd be nice if they could do *something*, but I don't know if I want that to just mean dumping another 10gigs on 4k textures or whatever.
    (3)

  2. #2
    Player
    CidHeiral's Avatar
    Join Date
    Dec 2021
    Posts
    1,637
    Character
    Cid Heiral
    World
    Hyperion
    Main Class
    Dragoon Lv 100
    Quote Originally Posted by Akonyl View Post
    I'm obviously not a FF14 dev (though I am a software dev) so take it with a grain of salt, but I think this (which I think is the main issue that makes things look terrible, honestly) is just something that's likely an unfortunate side effect of how the FF14 engine handles textures, and isn't something they can totally fix without a rework or massively bumping texture resolutions (and thus game size). (Also: In the OP, that image isn't really showing two images with wildly different resolutions, the new one just has better detail, though I guess it's hard to say 100% with stream compression. The jagged edges on the first one are likely unseen edges on the armor anyway).

    From what I remember hearing, the material system in the game identifies materials via a numeric value encoded in one of the textures, interpreted as I believe materials 1-16, rather than say, a texture where RGB define the % influence of 3 specific dyes/materials (which some games do use, but is more costly). The issue there though is that it means the values can't be smoothly interpolated, because if you for example had material 1 and material 3 right next to each other, the blending would be interpreted as meaning there was a thin band of material 2 between them, which would show its own ugly artifacts (materials being where they shouldn't). So they have to go with nearest neighbor (pixelated) interpolation, which yields jagged edges like we have.

    A lot of games don't actually have textures much better than XIV, it's just that when you actually allow the engine to interpolate/blur textures, they look measurably better even at the same resolution. It is pretty unfortunate though, and it'd be nice if they could do *something*, but I don't know if I want that to just mean dumping another 10gigs on 4k textures or whatever.
    Interesting, that's very informative. So it's not an issue with the resolution, it's an issue with how the engine is smoothing out the textures? Am I understanding that right?
    (0)

  3. #3
    Player
    SuRge991's Avatar
    Join Date
    Jul 2024
    Posts
    6
    Character
    Julienne Bradamante
    World
    Balmung
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Akonyl View Post
    Snip.
    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.

    Quote Originally Posted by Siddiax View Post
    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.
    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.
    (2)
    Last edited by SuRge991; 07-18-2024 at 08:36 PM.

  4. #4
    Player
    Siddiax's Avatar
    Join Date
    May 2021
    Posts
    244
    Character
    Sid Lostvayne
    World
    Sagittarius
    Main Class
    Warrior Lv 100
    Quote Originally Posted by SuRge991 View Post
    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.
    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:


    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...
    (2)
    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

  5. #5
    Player
    CidHeiral's Avatar
    Join Date
    Dec 2021
    Posts
    1,637
    Character
    Cid Heiral
    World
    Hyperion
    Main Class
    Dragoon Lv 100
    Quote Originally Posted by Siddiax View Post
    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...
    If you look at the official Dawntrail site the sets there look the same as they do in game. It seems intentional.
    (0)