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Post by lovelydumpling on Jul 1, 2018 13:12:07 GMT -6
Guess I'll chime it as well. There is absolutely nothing to worry about, yes the concerns are valid, but there is no way it would be released without addressing these issues I strongly feel. As many others have stated, it is highly suspect that some areas of this game are going through a re-work and as such, many things are currently a placeholder for what we got in the beta backer demo. Anyway, let's wait to see a response from 505 and Artyplay, but I am confident my claims are true. From my perspective, I'd have agreed with this if it was a year or two ago, but the later and later we get into development, the less confident I am in "ah they'll fix it later." This is the beta feedback demo, a vertical game slice they've told us is based on what the final product will be like, specifically to get our feedback and make tweaks. If we don't speak up now, I don't think there'll be another chance to do so again. I feel like we're past the point of assuming things are "obviously going to be fixed later". This is the point where any issues need to be pointed out before it's too late.
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Post by Nezuto on Jul 1, 2018 13:26:57 GMT -6
May just be from the early state of things, but we haven't gotten a response, yet, weekend and holiday coming up. I had noted, a few days ago, about the rain seeming a bit too 'slimy' and doesn't look natural. That mockup that BloodyHell did for it seems to work a bit better for the theme. This really does seem like it's a downgrade, currently, but it really is entirely possible that all assets haven't been added in/activated just yet(that being said, I really am not a fan of the changes to the floor, lighting and how the banners are now just a plain red, with dark red, rather than that detailed 2017 image). I'd say we should wait for an official response as to what is going on and then decide if we have something akin to Colonial Marines' graphical fidelity at hand or not. That being said, I'm as concerned about this as everyone else, this is surely not going to win favors, especially right during the whole keyboard situation that seems ongoing.
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Post by Deleted on Jul 1, 2018 13:46:06 GMT -6
It really looks like this project is just another MN9 disaster, at least when it comes to graphics. What a shame, but i guess that's inevitable when you optimize the game for PS Vita. I can't imagine they will change anything significant this late into development.
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Post by Valtiel on Jul 1, 2018 14:10:03 GMT -6
eruThe graphics are very inconsistent and at times poor but they still look better than MN9, and the game has much stronger art direction. More importantly it plays very well so it's nowhere near a MN9 disaster.
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Post by Motoko on Jul 1, 2018 14:48:37 GMT -6
Guess I'll chime it as well. There is absolutely nothing to worry about, yes the concerns are valid, but there is no way it would be released without addressing these issues I strongly feel. As many others have stated, it is highly suspect that some areas of this game are going through a re-work and as such, many things are currently a placeholder for what we got in the beta backer demo. Anyway, let's wait to see a response from 505 and Artyplay, but I am confident my claims are true. From my perspective, I'd have agreed with this if it was a year or two ago, but the later and later we get into development, the less confident I am in "ah they'll fix it later." This is the beta feedback demo, a vertical game slice they've told us is based on what the final product will be like, specifically to get our feedback and make tweaks. If we don't speak up now, I don't think there'll be another chance to do so again. I feel like we're past the point of assuming things are "obviously going to be fixed later". This is the point where any issues need to be pointed out before it's too late. I am awaiting a response from 505 and Artplay before making any more statements.
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Post by dareka on Jul 1, 2018 15:25:45 GMT -6
May just be from the early state of things, but we haven't gotten a response, yet, weekend and holiday coming up. I had noted, a few days ago, about the rain seeming a bit too 'slimy' and doesn't look natural. That mockup that BloodyHell did for it seems to work a bit better for the theme. This really does seem like it's a downgrade, currently, but it really is entirely possible that all assets haven't been added in/activated just yet(that being said, I really am not a fan of the changes to the floor, lighting and how the banners are now just a plain red, with dark red, rather than that detailed 2017 image). I'd say we should wait for an official response as to what is going on and then decide if we have something akin to Colonial Marines' graphical fidelity at hand or not. That being said, I'm as concerned about this as everyone else, this is surely not going to win favors, especially right during the whole keyboard situation that seems ongoing. What I'm personally hoping is that they just went with their lower-end character assets and turned off the effects and textures that would make it look like it did in the 2017 prototype: normal and/or displacement maps, global illumination, ambient occlusion and specular highlighting for the castle. Global illumination and ambient occlusion in particular would make a big difference, but there's no way they would be featured in the Vita version (or even the Switch version, really). So I'm hoping it was a case of "we need this to run on the lowest common denominator PC, so that we get feedback on the gameplay, and not that someone can't play it because it's too taxing on the hardware." But we definitely need to open a channel of communication with the dev team, here. It'd give it a few more days, though, since you might need to have a meeting with people on both sides of the Pacific, in different time-zones to deal with this, and that can take time, especially during development crunch.
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Post by freddythemonkey on Jul 1, 2018 16:27:33 GMT -6
The explanation of "adjusting the graphics for beta purposes to play on the weakest systems as well" is certainly a reasonable one, but it's also weird that it has never been notified. I mean, OBVIOUSLY people are going to point out the concerns about graphics, so if that was the case I feel like a communication like "WARNING: this graphics were tweaked to make the most people be able to play the beta and give feedback" is a no brainer to prevent complaints.
So who knows, I'm sure a clarification will soon come.
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Post by lovelydumpling on Jul 1, 2018 16:38:43 GMT -6
dareka freddythemonkeyEven if they wanted to lower the graphics to get feedback from more people for the demo, it wouldn't explain the odd transitional middle child that is the Story Trailer, looking worse than the 2017 demo and better than the 2018 demo.
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Post by dareka on Jul 1, 2018 17:04:20 GMT -6
dareka freddythemonkey Even if they wanted to lower the graphics to get feedback from more people for the demo, it wouldn't explain the odd transitional middle child that is the Story Trailer, looking worse than the 2017 demo and better than the 2018 demo. That could be explained by them simply splicing captures from different builds, or from builds with settings that are forcibly turned off in the demo, turned on for the capture. EDIT: I just looked over the story trailer again. In seconds 17 - 19, the castle clearly looks like the 2017 protoype, while in seconds 30 - 32 and 36 - 37, it clearly looks like the demo. We're back to 2017 prototype for 49 - 51, and then with something in the middle of the two (demo quality, but different lighting) for second 52. The fight with Zangetsu is then like the demo. I also noticed that the model in the cutscene when she fights Vepar (at least in the trailer), is clearly of higher quality than the one for the conversations - much closer to the earlier version, just with a few differences in shading. My guess: the dialogues/conversations that take place outside some of the cut-scenes (and also the Zangetsu one) are using the gameplay models, while the cut-scene with Gebel and Vepar is using the high-end model. The more I think about it, the more I look at it, the more I think they just disabled tons of graphic flourishes from the castle for some reason... it gives me hope that they'll add an option to enable them for the final PC release.
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Post by BloodyHell on Jul 1, 2018 17:17:37 GMT -6
After playing through the original demo again this afternoon, I was surprised to see that the cannon assets which are so bland in the new demo actually had more colorful materials. I've edited my earlier post to include some added screenshots demonstrating this potential "downgrade." I was also surprised to see the liquid on the ship looking much better than its current state (and with actual transparency!).
Demo 2016:
Demo 2018:
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Post by dareka on Jul 1, 2018 19:13:28 GMT -6
dareka freddythemonkey Even if they wanted to lower the graphics to get feedback from more people for the demo, it wouldn't explain the odd transitional middle child that is the Story Trailer, looking worse than the 2017 demo and better than the 2018 demo. That could be explained by them simply splicing captures from different builds, or from builds with settings that are forcibly turned off in the demo, turned on for the capture. EDIT: I just looked over the story trailer again. In seconds 17 - 19, the castle clearly looks like the 2017 protoype, while in seconds 30 - 32 and 36 - 37, it clearly looks like the demo. We're back to 2017 prototype for 49 - 51, and then with something in the middle of the two (demo quality, but different lighting) for second 52. The fight with Zangetsu is then like the demo. I also noticed that the model in the cutscene when she fights Vepar (at least in the trailer), is clearly of higher quality than the one for the conversations - much closer to the earlier version, just with a few differences in shading. My guess: the dialogues/conversations that take place outside some of the cut-scenes (and also the Zangetsu one) are using the gameplay models, while the cut-scene with Gebel and Vepar is using the high-end model. The more I think about it, the more I look at it, the more I think they just disabled tons of graphic flourishes from the castle for some reason... it gives me hope that they'll add an option to enable them for the final PC release. Scratch what I said about the demo - and just about everything else I've said up to this point. I played the game for an hour, going over every area, and looking at the Zangetsu fight videos and others.... and I have some important news... I should have done this from the start, instead of relying just on the videos. 1. The game is made mostly of static 2D "billboards" (flat squares on which you hang a bitmap image). What looks like specular lighting and ambient occlusion is just bitmaps baked into the textures. 2. There doesn't seem to be a downgrade in the geometry of the maps - just a downgrade in the variety, detail, and perhaps resolution of the textures. 3. There was no global illumination in the Zangetsu fight - they just fudged it really well with the textures. And those textures were changed/removed for the demo. All the "lighting" is being done with semi-transparent and non-transparent textures. 4. Miriam's model is definitely downgraded from the original prototype shown. That said, it shouldn't be much trouble to implement the older, more detailed model for those that have a PC that can run it. 5. The boat looks better because there are actually more flat "billboards" than in the castle. Also, they're cycling a semitransparent texture over a texture with specular lighting baked in to simulate wetness, and these things draw a lot of attention. The rest is just art direction. The castle has a lot of geometry in the background, and the textures that had apparently been baked into previous versions of that same geometry to give it more detail/the illusion of lighting are what's missing. That's it - that, and a downgrade in the texture quality of the columns billboards in the hall. That's all it took to make it look worse, precisely because the castle has a lot more geometry than the boat. The reason beats me, but in any case, it's something that out to be easily remedied. 6. The quality of the textures in general has always been perhaps lower than what a youtube video allows us to see. Video compression = anti-aliasing, like it or not. 7. The story trailer is the exact same build as the demo. I was wrong in my analysis. They just picked nicer camera angles/locations. But it's the same as the demo. No doubt now. So, basically, textures and maybe youtube video resolution are all that's at work here, guys. That's it. Some tweaks in the art direction and the devs adding the nicer textures for the final build will fix it. They've surely gotten the message by now. Now we just wait for Question and Angel-Corlux 's answers, but let's not get too pissy if we don't like what those answers are. Everyone's surely doing their best - it's just communication.
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Post by lovelydumpling on Jul 1, 2018 20:51:24 GMT -6
7. The story trailer is the exact same build as the demo. I was wrong in my analysis. They just picked nicer camera angles/locations. But it's the same as the demo. No doubt now. You might want to have a little bit of doubt. We already know for sure it's not the same build because the gold plating isn't on the stairs in the trailer but is in the demo. Story Trailer
Demo 2018
Story Trailer
Demo 2018 asks "What even are shadows?"
The differences are smaller compared to the 2017 build but certainly there.
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Post by mourningxsun on Jul 1, 2018 20:57:51 GMT -6
My small two cents:
We were told years ago that the graphics would get better and not to worry. Now they are worse. That is all.
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Post by dareka on Jul 1, 2018 20:59:52 GMT -6
7. The story trailer is the exact same build as the demo. I was wrong in my analysis. They just picked nicer camera angles/locations. But it's the same as the demo. No doubt now. You might want to have a little bit of doubt. We already know for sure it's not the same build because the gold plating isn't on the stairs in the trailer but is in the demo. Story Trailer
Demo 2018
Story Trailer
Demo 2018 asks "What even are shadows?"
The differences are smaller compared to the 2017 build but certainly there.
Alright then, a build previous build. But those shadows are, again, probably just textures that were altered/removed. It could be just them wanting to make it brighter, but that's it. Between the story trailer and the demo, I'd call it a change in art direction rather than a downgrade, albeit a bad one.
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Post by Deleted on Jul 1, 2018 23:09:47 GMT -6
2D billboards? Like in Resident Evil?
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Post by zerotyranos on Jul 2, 2018 0:32:42 GMT -6
When I started with the beta demo I thought that it was a build done to avoid the least backlash possible because of performance limitations, but I'm starting to get worried reading comments on this thread and also that given that surely they are on a late state of development I agree that this level of graphics seem a little odd. WHat I think are this options:
- Same experience for all platforms, this means that maybe the switch @60fps handheld is the goal, all other platforms would get the same or almost similar level of detail to avoid comparison among them.
- Graphics set to the lowest possible balance between decent graphics and performance, this is to avoid backlash from people that does not have the PC hardware(like some console backers) to run it properly and make them focus on gameplay and stuff
- This is what the budget could give
- MN9-type of issues, that I hope will not happen
I would like to know from the staff if this is the final expected graphics and art level, just to set my expectations accordingly, anyways if "improving" graphics screw-up performance and more importantly gameplay and quality, I can live with it.
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Post by dareka on Jul 2, 2018 1:11:23 GMT -6
2D billboards? Like in Resident Evil? A "billboard" is a technical term for a transparent square put on screen just so you can present a texture. +-----------+ | put | | picture | ← transparent polygon (square, made up of two triangles). | here | +-----------+ The picture could be of a 3D image, giving the illusion that a 3D object is there, when it is not! Works well when you don't move the camera much.
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Post by akahige on Jul 2, 2018 6:53:19 GMT -6
It really looks like this project is just another MN9 disaster, at least when it comes to graphics. What a shame, but i guess that's inevitable when you optimize the game for PS Vita. I can't imagine they will change anything significant this late into development. I don't think Vita has anything to do with this - they never released a actual Vita screenshot yet. More importantly, it's about lighting and art direction, so I really don't see how adjusting contrast makes the game easier to run on lesser hardware...
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Post by yulia11 on Jul 2, 2018 7:17:23 GMT -6
It really looks like this project is just another MN9 disaster, at least when it comes to graphics. What a shame, but i guess that's inevitable when you optimize the game for PS Vita. I can't imagine they will change anything significant this late into development. I don't think Vita has anything to do with this - they never released a actual Vita screenshot yet. More importantly, it's about lighting and art direction, so I really don't see how adjusting contrast makes the game easier to run on lesser hardware... Vita is the only platform who cannot push this level of graphic. Switch, however, can do this causally while the home consoles and good pcs will obliterate it. 1070 and up or PS4 Pro/ Xbox One X should at least accomplish 4k60 if not on better details.
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Post by akahige on Jul 2, 2018 7:44:52 GMT -6
It seems mostly a change of lighting / shadows and contrast, as well as color choice, between the second and third versions. So if Vita can't handle one, it can't handle the other as well...
Let's be reasonable guys, there must be a reason for the change but it cannot be this. It makes little sense from a developer standpoint: they could easily let Steam / high end PCs have the highest quality assets, and keep the downgraded ones exclusively for the handheld port, am I right? So it must not be that.
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