And it uses the most aggressive vignetting I've ever seenThe graphical quality of this game is all over the place. Sometimes it looks okay, sometimes it's all smeared, sometimes it looks like a 360 game.
"Oh, so you want polys? Well, I'll give you polys!!"Perfect first post. Would be funny if it the same developers/artists behind both.
I don't think that was ever solely about polygon count but shader complexity. That was from a GDC talk, so one can just look up the video for the context (~10 mins in)That's apparently a myth or at least people datamining the FFXIV 1.0 client have found no trace of it.
Besides this game was mostly developed by KT and not SE and people claim it was not the NIOH team but a new team at Team Ninja, maybe their trainees or something like that not the first time something like that happened.
"i don't understand it, the RTX 3090 went mad in 15 fps"
This sounds like a LoD issue. But yes, they can always replace the models with ones that are a fraction of the high poly ones and keep the same riggingCoupe they even fix this? Would a fix affect the rigging of the characters.
Seems like it's been like this for Team Ninja for a long time now (someone mentioned in the comment that DOA2 also has insane polycounts for its time and Dissidia NT also has the issue where some character would tank the framerate) so probably the same technical artists that think this is fine for all their games.Where was the oversight on stuff like this? How were these problems not brought up by technical artists (or why were they not listened to)?
I mean I could tell from the pre-rendered scenes (that use the game engine models) that they're actually very nice looking. At least IMO. So I'm not shocked about this though I'm too ignorant on this topic to know how badly they botched the models
I did a really quick lookup of names from youtubed credits on Mobygames just now and it's a pretty random smattering of people from KT. I think you could say the majority is probably folks who worked on Marvel Ultimate Alliance 3 since a lot of them had that in common, but you have leads from Nioh, Dead or Alive (a lot of designers from this), Warriors, Dissidia NT, Attack on Titan 2, etc.That's apparently a myth or at least people datamining the FFXIV 1.0 client have found no trace of it.
Besides this game was mostly developed by KT and not SE and people claim it was not the NIOH team but a new team at Team Ninja, maybe their trainees or something like that not the first time something like that happened.
People are cutting out details with mods and getting better perf. Seems to be the case.We're sure these are models that the game is actually using during gameplay?
This just seems like such a rookie mistake that I have difficulties believing it slipped through.
How would you not notice and fix this? I imagine even I would notice this, and I'm no game doctor.
Square Enix didn't even take the safety off.People are cutting out details with mods and getting better perf. Seems to be the case.
Yet in technical reality it is. Due to how rasterization hardware works small triangles take up disproportionately more rendering resources than is actually drawn (up to 4x for the worst case) and should be avoided like the plague. UE5 specifically has a way around that but it's kind of a super new development and I doubt it's popped up anywhere else, let alone in SoP.Having super high detailed models doesn't seem like a bad idea in principle