http://www.youtube.com/watch?v=_737h...ailpage#t=997s
Am I the only one to notice the way the sunlight filters through the trees? Could it look any more realistic?? This is a step way way UP from 1.0, not a step down. Dynamic lighting is amazing.
http://www.youtube.com/watch?v=_737h...ailpage#t=997s
Am I the only one to notice the way the sunlight filters through the trees? Could it look any more realistic?? This is a step way way UP from 1.0, not a step down. Dynamic lighting is amazing.
Last edited by Punainen; 09-08-2012 at 06:17 AM. Reason: fixed the link
I 100% agree, everything looks and FEELS so realistic and lively like your actually apart of the world. You yourself feels like you in the game
All thanks to the new Luminous Engine! *When it comes to graphics, Square Enix never fails to disappoint*
Last edited by AsterBarnivere; 09-08-2012 at 06:28 AM.
I completely agree. 2.0 looks fantastic. The sense of artificiality in the 1.xx environments is gone--the 2.0 world just feels real. I can't wait to get in there and run around!
It does look fantastic, though the sheer volume of shadows on the ground from trees I fear will look like a giant mess with my shadow settings turned down to minimum like they usually are (for performance rather than detail).
No leeching, No PL'ing, just 100% playing the game.
I'd imagine or hope that for lower shadow settings they use a blanket shadow rather then the inaccurate and pixely shadow. (Blanket meaning its a solid shadow piece not a leafy pixel block outline). Although they did say you can get more for less in their new system - so maybe you wont even have to lower your settings.
Well, with the new engine, perhaps you wont NEED to turn the shadows down low. I'll probably crank my graphics up real high, as XIV works relatively well for me on high settings even now.
They're upgrading to a deferred renderer in 2.0 which, if you've ever seen one in action, are amazingly fast and efficient. Normally, all the shadowmaps/objects on the screen are updated every frame. With deferred rendering, only the parts that change are updated.
Here's a video that does a good job of explaining and demonstrating it.
Also, though I don't know if SE will offer this option, but a lot of games will offer a lower setting where shadow-maps are used in lieu of dynamic shadows. You lose the nice effect of shadows moving on the ground and across objects, etc.. but you at least don't get the "blob" effect you're concerned about. Again, I'm not sure if SE will be doing that or not, but it's possible.
Last edited by Preypacer; 09-08-2012 at 07:32 AM.
Thats an awesome video >.>They're upgrading to a deferred renderer in 2.0 which, if you've ever seen one in action, are amazingly fast and efficient. Normally, all the shadowmaps/objects on the screen are updated every frame. With deferred rendering, only the parts that change are updated.
Here's a video that does a good job of explaining and demonstrating it.
Also, though I don't know if SE will offer this option, but a lot of games will offer a lower setting where shadow-maps are used in lieu of dynamic shadows. You lose the nice effect of shadows moving on the ground and across objects, etc.. but you at least don't get the "blob" effect you're concerned about. Again, I'm not sure if SE will be doing that or not, but it's possible.
With all the posting I've been doing on the "downgrade" thread fighting for better animation (which was badly named by admission). The OP wasn't trying to generalize an entire downgrade about ARR, just an aspect he/she felt needed attention.
Regardless, I am in love with the footage and the upgrade in graphics we are going to receive in ARR. I'm as happy and excited as the next guy. I'm especially impressed with the color palette, shadows, and UI.
Last edited by Zaireeka2025; 09-08-2012 at 06:41 AM.
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