Regardless, I still enjoy the game immensely, and I look forward to cheaper 15 adventures.
Regardless, I still enjoy the game immensely, and I look forward to cheaper 15 adventures.
at this point, the only thing missing from the old trailers are the cloud shadows.
RIP cloud shadows
Edit:
Then again, FFXV's shadow culling is extremely aggressive. Maybe if you go into that hidden setting thing and crank it up to comical values, they'll magically return....?!
For those who have good eye, is Duscae demo had "slightly" better graphics or it was some type of filter trick?Like its give no huge difference?
Also how do you rate the ultra PC settings with 2013 demo? Though demo is intense with reflections and particles effects something about seemed to me ... off, besides frame rate.
Edit: Sorry if this topic was before. For some reason 2013 demo does something looking odd, maybe its textures quality?
Duscae certainly had better lighting than the retail console version or PC version:
The game now looks a lot flatter, with less contrast, less realistic and more stylized.
I have no idea.
There's certainly something about the lighting that's just "better", though I can't put my finger exactly on why. It was stronger, and felt more illuminating I think. It may also have something to do with the shadows. I recall later footage of FFXV feeling alot more "flat". The IQ was also infinitely better, which is a big reason....FFXV on PS4Pro and even mid-to-high settings on PC suffers from pretty bad artifacts when it comes to stuff like hair and grass but Duscae never had this issue it seemed.
Ultimately I think the final version looked alot better than the demo, but that's mainly because it was just better designed. From a technical standpoint i think Duscae definitely looked better than the final game (easily noticable with things like water and whatnot) but duscae was missing like everything in the game, so perhaps it was unfeasible to keep in the actual game.
2013 demo doesn't look that good. It's from a version of the engine before it was ported to Luminous and it's easy to tell, especially in the extended gameplay video.
Nah, I disagree. Again, people have to remember that with FFXV they were developing the engine, the tools, and the game all in parallel. Certain things in FFXV like the off-roads car, the boat, multiple hunts, and character switching were things that didn't launch with the game not because they didn't have the resources, but because they actually hadn't programmed the framework to make it possible.
If resources weren't devoted to actually making the engine the game was running on, they probably could have crammed alot more content into the base game.
And also given XV's current size, what actually existed was still pretty sizable. Altissa for example was waaaaaaaaaaay bigger than it ever needed to be for its role in the game, and most FF towns don't really require a bunch of exploration to be interesting. None of the PSX games did.
HOLY SHIT DEBUG MODE
benzyDidn't Duscae also run like dogshit? I'm guessing they had to make various concessions to make the final game perform better on consoles. Shame they couldn't reinstate the lighting into the PC version. Let's see how extensive their mod tools are, then modders can have a crack at it.
benzy
Just when we were talking about it, look what I just saw (thanks to Mognet's Storm), lol:
EDIT: Oh, benzy already posted this.
Don't know, but I just asked them on Twitter. Will post here if they reply.
Since it got mentioned of doing Pitioss in first person view I decided to try it out (in this tiny clip). In this view you don't have to deal with any of Noctis' animations (you are just a floating camera after all), so that's actually kind of nice.
In this clip I did fail this part in trying to stand on that small ledge in first person (you can see it for a brief second at the start), so that's why you see me switch back to regular view for a bit and then back to first.
Mognet's Storm said:so the datalog has more information about pitioss! my theory was "half-right"
while pitioss wasn't a "contest arena" it was used as a training ground, for what purpose i don't know, but i think they were trying to be stronger to fight the gods; i still think black hood was kinda of a prize for anyone that reached the end.
Ancient Solheim training grounds situated in southwestern Cleigne and shrouded in mystery. Hidden among the mountains and conspicuously missing from all conventional maps, these ruins appear to have been all but forgotten in the modern age.
Traveling the world is sure to open one's eyes to the sheer variety of climates and cultures around Eos, but the one thread tying all lands together is the presence of peculiar stone structures. The toppled towers and shattered statues seen across the continent are testaments to the artistry and ingenuity of those who came before us, and Pitioss may indeed stand as Solheim's crowning achievement. But the most incredible aspect of ancient technology is its ability to seemingly manipulate time-space as we know it.
Based on out current scientific understanding, every bend in the fabric of our universe must be counterbalanced elsewhere—our scholars suspect these ruins might be the space in which those interdimensional kinks are worked out.
which explains omega and why that dragon was inside costlemark, but what if the scourge itself came from another place through these space-time distortions?
this is one of the creatures you find inside
i would say it looks kinda otherwordly to me...
some wiki interpretation:
- Interdimensionality in Final Fantasy is commonly linked to the Void, the world of formation that links the series's multiverse.
- In the Fabula Nova Crystallis: Final Fantasy series that Final Fantasy XV started as part of, interdimensionality is associated with the juxtaposition of the mortal realm and the unseen realm, the gods' plan being to open the gate to the latter. The gate and the goddess who operated it were an influential part of the early version of the game as Final Fantasy Versus XIII, but the statues of a woman in Pitioss may be entirely unrelated.
- The Almanac describes Pitioss as "ancient Solheim training grounds." This could hearken to the arks from the Final Fantasy XIII games, built by ancient fal'Cie as training grounds for l'Cie in preparation for the opening of the gate to the beyond and the Day of Reckoning.
It might save a lot of frustration by doing the dungeon in first person. Yeah, the atmosphere is great.Haha, nice. Man, I loved the atmosphere there.
Btw, here's the datalog entry for the Pitioss dungeon:
Haha, nice. Man, I loved the atmosphere there.
Btw, here's the datalog entry for the Pitioss dungeon:
:D
Wait, did I understand it right: in first-person mode there are no annoying extra animations when you're landing, turning around etc.? :thinking:It might save a lot of frustration by doing the dungeon in first person. Yeah, the atmosphere is great.
I saw that when I went there and it's interesting. Explains why this place is so weird.
I actually half- jokingly came up with a theory about the scourge being brought over from another dimension, via defeat of some sort of being (or just brought over) that wasn't supposed to be here. Now looking at that datalog entry it doesn't seem to far fetched that maybe it was brought over from somewhere else.
A lot of them are still in and some of them I might just not remember or haven't encountered myself. There are generally a lot of cool unique counter sequences that many don't know:
Nope. You can feel the landings and also hear the animations from them, but there's no extra annoying animations from what I have seen. Since as I said, you are literally just a floating camera, no arms/legs to be seen. It does move a bit when you land, but I found it bearable enough and it makes Pitioss a tad less annoying in my opinion.Wait, did I understand it right: in first-person mode there are no annoying extra animations when you're landing, turning around etc.? :thinking:
I was just wondering about something, maybe someone here knows:
After Prompto is lost in chapter 12, do the others mention him or talk about him until when they find him again in chapter 13? I can't remember right now.
Nah. Magic is basically there for helping you deal with especially tough groups of enemies if you're underleveled for them.So I'm really not enjoying the magic system so far.
Will I end up struggling if I don't use it? I'm doing fine for the time being, but I'm hoping it doesn't suddenly become super important to combat.
Nah. Magic is basically there for helping you deal with especially tough groups of enemies if you're underleveled for them.
Paging benzy. Would that lighting be re-creatable by tweaking settings on PC?
benzy
Just when we were talking about it, look what I just saw (thanks to Mognet's Storm), lol:
EDIT: Oh, benzy already posted this.
Great post, thanks!Well, the lighting isn't more advanced or using better tech in Episode Duscae. ED just had an art change in the post processing that affected the way the lighting looked, which is why in ED you always had that bloomy sky and could never see the circular disc of the sun (you can even see the complete diabling of that post-process in ED when you go out of bounds via glitch). They toned down that bloomy ethereal look in the final version. Plus everything looked washed out in ED and was poorly lit, plants and trees looked completely dead when they obviously weren't meant to be given the 2014 pc walkthrough. The final game environment assets are much better lit all around.
I played around with the debug PC build yesterday to compare the performance with the steam version and was able to mess around with the time and weather patterns today. You can still get the bloomy lighting but missing the rest of the post-process like the vignette effect on the screen corners.
Final Version
Episode Duscae
And really the only time Episode Duscae looked good was at sunset/night, I replayed Episode Duscae today and it looks hella ugly going back and forth between that and the final version during daytime. The final game actually has much more natural lighting and more advanced atmospherics, and this applies across all 24h time settings. In the debug I managed to find some lighting/atmosphere changes you normally don't see in Duscae region that looked awesome.
PC debug
The final version just destroys Episode Duscae in everything: lighting and atmospherics, draw distance, shaders, asset and material quality. I dunno how anyone can go back to playing Episode Duscae and say its lighting or anything else looks better than this.
-----
Even in that footage from that twitter guy who enabled the Duscae post-process and colors. I don't see what's so great about it compared to the vanilla build. It looks too washed out and bland, and has the brownish-hue filter that plagued early xbox360/ps3 games.
Lol, I actually didn't know you two already discussed this.I don't agree with benzy on this, but he already knows that. ;) We had that discussion a looong time ago, lol.
Yes, it is a stylistic change, but it is also clearly a technical downgrade in lighting. Alone if you compare the lighting in interior spaces, Duscae is so far ahead. In the retail version the lighting is very inconsistent and usually flat and without depth.
I do agree that Duscae appeared a little drab and dark during the day in the demo. In the retail version Duscae looks so much brighter and greener. It's much more pleasing to look at. Duscae in general looks so much better. I remember we all were surprised how amazing it suddenly looked shortly before release. :)
Well, the lighting isn't more advanced or using better tech in Episode Duscae. ED just had an art change in the post processing that affected the way the lighting looked, which is why in ED you always had that bloomy sky and could never see the circular disc of the sun (you can even see the complete diabling of that post-process in ED when you go out of bounds via glitch). They toned down that bloomy ethereal look in the final version. Plus everything looked washed out in ED and was poorly lit, plants and trees looked completely dead when they obviously weren't meant to be given the 2014 pc walkthrough. The final game environment assets are much better lit all around.
I played around with the debug PC build yesterday to compare the performance with the steam version and was able to mess around with the time and weather patterns today. You can still get the bloomy lighting but missing the rest of the post-process like the vignette effect on the screen corners.
Final Version
Episode Duscae
And really the only time Episode Duscae looked good was at sunset/night, I replayed Episode Duscae today and it looks hella ugly going back and forth between that and the final version during daytime. The final game actually has much more natural lighting and more advanced atmospherics, and this applies across all 24h time settings. In the debug I managed to find some lighting/atmosphere changes you normally don't see in Duscae region that looked awesome.
PC debug
The final version just destroys Episode Duscae in everything: lighting and atmospherics, draw distance, shaders, asset and material quality. I dunno how anyone can go back to playing Episode Duscae and say its lighting or anything else looks better than this.
-----
Even in that footage from that twitter guy who enabled the Duscae post-process and colors. I don't see what's so great about it compared to the vanilla build. It looks too washed out and bland, and has the brownish-hue filter that plagued early xbox360/ps3 games.
The 2013 Insomnia citadel footage on Ebony was using likely the models the had made for the PS3 version, that was before they recreated all the model assets from scratch and moved to Luminous engine. And "graphics" wise I don't think Episode Duscae looked better than the final game, it just used different filter with a ton of bloom and had a vignette on screen, and other than that vegetation looked darker. The actual resolution. draw distance, vegetation, frame rate, textures etc were much improved by the final game.
I was just wondering about something, maybe someone here knows:
After Prompto is lost in chapter 12, do the others mention him or talk about him until when they find him again in chapter 13? I can't remember right now.
Well the engine problems were Crystal Tools, in around 2007 Nomura mentioned he had an idea of what he wanted to do but was waiting for Crystal Tools and resources to be freed, since the 1st PDP was mostly on FF13 at the time, which is why after FF13 finished in Dec 2009 they created Ebony in 2010 which was a heavily modified Crystal Tools, it was what Nomura called the "Versus specific engine" in an interview in 2011, and he cited back then that they going to implement Luminous lighting into the game, though that wouldn't happen for a while. Once Versus was rebooted to XV in 2012 they created a DX11 version of the Ebony engine so that they could eventually migrate to Luminous which was also DX11 based, which only started the migration in July 2013, a month after they showed it at E3 2013. It was around that time that they started recreating all the assets from the ground up, and also when a lot of reevaluating of the direction the game was taking happened.Hold on so the engine problems was ebony? I remember hearing that one of the problems that Nomura had is engine that could not do what he was looking for.
So I haven't been keeping up with this thread... did they ever find the complete train station in the files on the PC version?
For those who have good eye, is Duscae demo had "slightly" better graphics or it was some type of filter trick?Like its give no huge difference?
okay so just finished the game (for like the 5th time), first time on PC. Are those new missions the ones at the final chapter before? Cause that seemed new to me. And it's great though.Ardyn