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Thema: Shaders?

  1. #21
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    Avatar von Celia
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    Celia Coifiere
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    Zitat Zitat von Shougun Beitrag anzeigen
    Yeah I was trying to remember what it is called when you add shadow into the texture itself. I googled the names I was thinking of- totally wrong haha (really killing me so if someone knows the name I'd appreciate the graphics lesson lol)

    But the effect is really great because its so low on processing power but looks 3d - though I'm curious in their DX11 support if they will throw in tessellation.

    Also about shaders- I'd like to see a wet shader

    Rocks near water and such (or heavy rain) - also in the future Yoshida said we can probably swim, so after we get out of the water that would be awesome.
    As I recall they had a very basic wet shader in 1.0, I remember when it rained my hair would get darker and would look wetter as a result. I'd be surprised if they'd have tesselation on release, I mean the game has to run well on PS3 too and so far as I know PS3 doesn't support that. They may one day release an official graphics upgrade specifically for the PC version (like Bethesda has done with Skyrim), but I sincerely doubt that would take priority over new content.
    (0)

  2. #22
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    Avatar von Shougun
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    Wubrant Drakesbane
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    Zitat Zitat von Klefth Beitrag anzeigen
    I guess you mean bump mapping?
    Faack lol~!

    I was going through displacement maps, parallax, shaders, different types of lighting systems... such a horrible brain fry

    But yeah.. Thanks :P

    Zitat Zitat von Celia Beitrag anzeigen
    As I recall they had a very basic wet shader in 1.0, I remember when it rained my hair would get darker and would look wetter as a result. I'd be surprised if they'd have tesselation on release, I mean the game has to run well on PS3 too and so far as I know PS3 doesn't support that. They may one day release an official graphics upgrade specifically for the PC version (like Bethesda has done with Skyrim), but I sincerely doubt that would take priority over new content.

    Oh I meant on their graphic milestone update - which was mentioned in the original road map I'm pretty sure.

    Yoshida said in this update planned a few months after release of ARR they will support DX10/11 and do some other stuff.

    So I was wondering what kind of stuff they were going to do. This update is where I like to pile on requests for other graphical options. Of course they could have many graphical milestones, which would be pretty badass - most mmo's take their sweet time to update after release. WoW took what like 8 years? lol
    (0)
    Geändert von Shougun (16.02.13 um 05:34 Uhr)

  3. #23
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    Zitat Zitat von KiriA500 Beitrag anzeigen
    "All content shown is under development and subject to change."



    This is why we can't have nice things...
    The thread should have been locked after this was posted lol
    (0)

  4. #24
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    Avatar von Radacci
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    It doesn't look like metal, cause there's no lights in the room to reflect...well actually there is on top of helmet.
    if you'd step out in daylight, you'd sparkle like the sun!
    (1)

  5. #25
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    Avatar von Shougun
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    Like this?




    Though metal shader is interesting because its not a gloss but its also reflective and shiny.. good fun :P
    (0)

  6. #26
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    Zitat Zitat von Shougun Beitrag anzeigen
    Like this?




    Though metal shader is interesting because its not a gloss but its also reflective and shiny.. good fun :P
    yes like that
    i don't think metal will reflect environment, just light. So in shadow, the metal will probably look a bit dull; in sunlight, not so much.
    (0)

  7. #27
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    Zitat Zitat von Shougun Beitrag anzeigen
    No idea what it is called but I like the shadow effects they added into the textures themselves most obvious at:
    http://youtu.be/LRWnJZp4aps?t=1m2s

    A big change right there

    My mind whirls at what possibilities will happen in their milestone update planned after release.
    i think it's just higher quality textures in general, otherwise it's called ambient occlusion ^^

    "In computer graphics, ambient occlusion attempts to approximate the way light radiates in real life, especially off what are normally considered non-reflective surfaces.
    Unlike local methods like Phong shading, ambient occlusion is a global method, meaning the illumination at each point is a function of other geometry in the scene. However, it is a very crude approximation to full global illumination. The soft appearance achieved by ambient occlusion alone is similar to the way an object appears on an overcast day."

    (1)

  8. #28
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    This picture isn't best example, b/c it's a dark room with almost no lights. You should check other pics. On other pics I can see the metal shaders, at least similar to 1.0 version. But we'll surely know on the 25th .
    (0)

  9. #29
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    Avatar von Gramul
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    A decent metal shader shouldn't be taxing on the system at all.
    That's one thing that's been bothering me about ARR is how everything looks matte. Like its all made out of the same soft texture.

    I would be really surprised if they kept it like this. But what would really impress me would be some realtime subsurface scattering.
    (2)

  10. #30
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    Zitat Zitat von Shougun Beitrag anzeigen
    So people are not allowed to care about something? Its being worked on dont make any comments!

    /sigh that people think they need to forum police what they dont approve on

    Edit: To Enkidoh's credit on the next page they apologize for coming off harsh and only meant they dont want to see threads turning into flame wars. (Not directed at Enkidoh: Still, even if its under construction you can make comments and the OP's was very reasonable - and they put no "has to be fixed now" statement, please don't forum police just because its not your issue)
    It's not a matter of caring about something, it seems just like the "grass" issue to me, where people are prematurely complaining about something that clearly isn't ready yet. There's a good possibility that certain graphical features and such will be disabled initially.
    (0)

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