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#DarkSoulsDowngrade and #YOULIED \\ a.k.a You got some splainin' to do, Namco

Havel

Member
I posted this in the other thread. So I think I made a weird discovery and not sure if someone else posted it. The pre-downgrade Looking Glass Knight model is within the games files and glitches through when you're playing the actual game. Was watching "This is how you don't play Dark Souls 2" video and saw it. Went to DSP's channel and made some pics.

Huh. That's really odd...
 
It's probably a LOD bug. The game probably was switching between the different models. Maybe the model is the same but the textures (and possibly UV's, dunno if those work like that) change based on LOD. One LOD level just happens to be the pre-downgrade asset.

If the original assets are still in the game, that could potentially be good news for a fan mod down the road.
 
I posted this in the other thread. So I think I made a weird discovery and not sure if someone else posted it. The pre-downgrade Looking Glass Knight model is within the games files and glitches through when you're playing the actual game. Was watching "This is how you don't play Dark Souls 2" video and saw it. Went to DSP's channel and made some pics.

I've seen it. It's this video: http://www.youtube.com/watch?v=mEHkn_BE1No
Right before the 6 minute mark. :LOL

What does that mean?
 
Could mean the textures are still in the game but they added some downgraded ones for performance purposes? Could this mean the PC version will still use them?
 
After seeing the footage, and comparing it to January footage, I really don't know what to make of that.

Definitely a bug, but what kind? The model doesn't switch out, so it's not LOD.

I don't think that there was an model switch, but that doesn't mean that the original assets aren't still on the disk.
 
After seeing the footage, and comparing it to January footage, I really don't know what to make of that.

Definitely a bug, but what kind? The model doesn't switch out, so it's not LOD.

I don't think that there was an model switch, but that doesn't mean that the original assets aren't still on the disk.

that wasn't a model switch, it's a lighting glitch. seems like a piece of geometry or his model was causing an issue with the lighting. you can recreate a similar glitch in Lost Bastille with a door near the bridge to Sinner's Rise.
 

Garcia

Member
Play Thief or Splinter Cell & jack up your brightness 50% higher on your TV & those games will look the exact same.

:lol, fair point but we're speaking of textures here, not picture quality. Feel free to upload a direct grab from the game; it won't make any difference. The texture repetition resembles a Tomb Raider game from the early PS1 days. I've been going through Dark Souls recently and, even when it also has its share of repeated textures, the way those are diluted and taken care of by using adequate lighting and variations is leaps ahead of the job done in Souls 2.

No idea what the hell were those guys thinking by going the quick route on the Sequel.

I posted this in the other thread. So I think I made a weird discovery and not sure if someone else posted it. The pre-downgrade Looking Glass Knight model is within the games files and glitches through when you're playing the actual game. Was watching "This is how you don't play Dark Souls 2" video and saw it. Went to DSP's channel and made some pics.

Well, that gives me a little bit of hope for the PC version.
 
It's just a lighting/shaders glitch.

Shaders, that's the word I was looking for, not UV's.

This could mean good news for the PC version. All FROM has to do is tweak those, fix the lighting, and then add the vfx particles back in. Some added VSSAO2 could help too.

Can modders fix shaders in retail games that don't have mod tools?
 
:lol, fair point but we're speaking of textures here, not picture quality. Feel free to upload a direct grab from the game; it won't make any difference. The texture repetition resembles a Tomb Raider game from the early PS1 days. I've been going through Dark Souls recently and, even when it also has its share of repeated textures, the way those are diluted and taken care of by using adequate lighting and variations is leaps ahead of the job done in Souls 2.

No idea what the hell were those guys thinking by going the quick route on the Sequel.



Well, that gives me a little bit of hope for the PC version.
can you site specific locations where you're seeing these repeated textures? otherwise this sounds like a massive case of selective memory. dark souls 1 has some of the worst abuse of texture repetition of the generation. lost izalith and demon ruins are especially bad.
 
Shaders, that's the word I was looking for, not UV's.

This could mean good news for the PC version. All FROM has to do is tweak those, fix the lighting, and then add the vfx particles back in. Some added VSSAO2 could help too.

Can modders fix shaders in retail games that don't have mod tools?

Yeah I think they did the downgrade at the eleven hour and the fastest way was to turn off some attributes. Thats what I think we are seeing in the video. It's a specular attribute of the shader that pops in.

In other words, the shader from the preview version is there and it's the same just with some attributes turned off.

I don't think we will need mods to turn it on though. That is what FROM will do for the PC version.
 
can you site specific locations where you're seeing these repeated textures? otherwise this sounds like a massive case of selective memory. dark souls 1 has some of the worst abuse of texture repetition of the generation. lost izalith and demon ruins are especially bad.

There was one posted on the previous page? Huge, gigantic room with a single low res texture tiled hundreds of times and pasted over every wall and the ceiling. It looks awful and it's fair to assume you weren't supposed to be able to see it pre downgrade.
 

Garcia

Member
can you site specific locations where you're seeing these repeated textures? otherwise this sounds like a massive case of selective memory. dark souls 1 has some of the worst abuse of texture repetition of the generation. lost izalith and demon ruins are especially bad.

I wonder if you've also been playing the game.

There are plenty of locations in Dark Souls 2 that abuse flat surface texture repetition (common during the PS1 days). One area in particular is almost a joke since it has the same single texture repeated everywhere: floors, walls, columns, hills and other objects look exactly the same. I am, of course, speaking of the infamous
Shaded Woods.

There is no location in Dark Souls 1 that comes close to that in terms of lack of polish. Not a single one.

In Dark Souls 2 you find yourself entering void square rooms with nothing but a bonfire or a handful of objects several times. Even when it's a sporadic occurrence, it is heavily accentuated because you sometimes reach such locations once you've gone through a relevant moment like a boss battle or an area transition. The lack of lighting only worsens the already shocking effect of gazing upon such a disgraceful sight.

Dark Souls 1 has repeated textures on the surface of most of its architecture, but the stochastic geometry, sporadic texture variations, FOV, lighting, brightness and contrast levels, the emphasis on your character and the highly detailed geometry of most enemies help together to ignore most of those secondary issues.

I'm going through a 2nd. DaS1 run specifically for visual and aesthetic comparisons and it is just unbelievable how many steps down the sequel took.

Yes, DaS1 has a very tight and reserved color palette, but it works because it is always, constantly coherent. There are no contradictions between any of the foreground and background elements throughout the game (even when you switch armors or weapons). Nothing ever truly stands out; it always meshes and comes together perfectly.

This is something that DaS2 lacks from the very moment you get the chance to move your character. He feels like an intruder in the world. He stands out immediately, like he doesn't (visually) belong in that universe and this reminder prevails for over 50 hours.
 

Morrigan Stark

Arrogant Smirk
This is something that DaS2 lacks from the very moment you get the chance to move your character. He feels like an intruder in the world. He stands out immediately, like he doesn't (visually) belong in that universe and this reminder prevails for over 50 hours.
lol, wow. Talk about reaching now.
 

Billen

Banned
So, even with the graphics downgraded, doesn't the game behave like shit on the PS3? Honest question, since that is the platform I had intended to buy it for initially.
 
So, even with the graphics downgraded, doesn't the game behave like shit on the PS3? Honest question, since that is the platform I had intended to buy it for initially.

The framerate isn't great, but it's very playable. The worst thing are 20-30 second load times and other loading related issues though.
 
This is so weird, it obviously looks much better when the reflections are high, why would that be the "glitch" instead of the default model.

iNtC5M7jsfaP9.gif


icVcLCP1HHxHE.gif


Slowed-Motion....
ibis1l7RK59ujP.gif
 

Grief.exe

Member
Slowed-Motion....
ibis1l7RK59ujP.gif

That is a strange glitch. This just keeps going deeper, hopefully returns for the PC version.

I posted this in the other thread. So I think I made a weird discovery and not sure if someone else posted it. The pre-downgrade Looking Glass Knight model is within the games files and glitches through when you're playing the actual game. Was watching "This is how you don't play Dark Souls 2" video and saw it. Went to DSP's channel and made some pics.

Sharp eyes.
 
I'm not sure it's any secret the lighting is in the game in some capacity still - every in-game cutscene has it. It's especially noticeable in the boss intros.
 
Someone needs to go back to that boss and do some tests to see how the glitch gets activated, so weird.
Seems to trigger if the Mirror Knight walks on a destroyed pillar. This glitch / bug happened to me yesterday too:

lugstf.gif
njqtgi.gif


That horizontal lightning swipe of his also seemed nowhere near as long as it did in the preview build (the one with higher graphical fidelity). Think it didn't even show for me at one point, so I was left wondering what the big deal was about that attack. I'll post another comparison about that later.
 

Mengy

wishes it were bannable to say mean things about Marvel
Very interesting development with this boss glitching like that. Gives me great hope for the PC version after all.

So odd.

Well the performance doesn't seem to suffer when he reverts to his shiny look, so what's the dealio?

You have to consider that it is only this one boss, one model, that is "glitching" back to the pre-release shaders. Now imagine if the entire area and environment also switched back to using these shaaders too, thats a lot of polys and texture work all of a sudden. It would most likely affect the framerate drastically on the old gen PS3 and X360. I mean that has to be the reason for the downgrade in the first place, the consoles just couldn't handle it.
 

Stet

Banned
Seems to trigger if the Mirror Knight walks on a destroyed pillar. This glitch / bug happened to me yesterday too:

lugstf.gif
njqtgi.gif


That horizontal lightning swipe of his also seemed nowhere near as long as it did in the preview build (the one with higher graphical fidelity). Think it didn't even show for me at one point, so I was left wondering what the big deal was about that attack. I'll post another comparison about that later.

Ha ha this is so weird.
 

Garcia

Member
So, even with the graphics downgraded, doesn't the game behave like shit on the PS3? Honest question, since that is the platform I had intended to buy it for initially.

It does behave like shit constantly. PS3 disc user here. If you are going to get the PS3 version, go digital.
 
Very interesting development with this boss glitching like that. Gives me great hope for the PC version after all.



You have to consider that it is only this one boss, one model, that is "glitching" back to the pre-release shaders. Now imagine if the entire area and environment also switched back to using these shaaders too, thats a lot of polys and texture work all of a sudden. It would most likely affect the framerate drastically on the old gen PS3 and X360. I mean that has to be the reason for the downgrade in the first place, the consoles just couldn't handle it.

Well sure, but if the game can handle just him, why not leave just him in there?
I almost wonder if that's how he's supposed to look and the other version is the glitch. I mean, he's in there, he shows up, and they couldn't have possibly intended the mirror knight to have a black empty shield.

It's really like instead of fine tuning the downgrade, they just coded out the lighting on everything.
 

Garcia

Member
Well sure, but if the game can handle just him, why not leave just him in there?
I almost wonder if that's how he's supposed to look and the other version is the glitch. I mean, he's in there, he shows up, and they couldn't have possibly intended the mirror knight to have a black empty shield.

It's really like instead of fine tuning the downgrade, they just coded out the lighting on everything.

Yes, that glitch alone gave me hope for a better looking PC version. We'll just have to wait a couple of weeks more just to see if Scamco/From decide to release actual footage taken from the PC version.
 

Mogwai

Member
It does behave like shit constantly. PS3 disc user here. If you are going to get the PS3 version, go digital.
Feeling sorry for the ps3 disc users. It with the digital version the performance is utter garbage.

If it wasn't for Xbox Live I would have taken the tearing over horrible framerate any day.
 

UnrealEck

Member
More crazy theories going on in here now. It's not an old model glitching in and out in place of a new one. It's the same model. You can even see the non-shiney (as seen in the retail release) texture on the preview demo gif at the end. It's an artificial effect to enhance the lightning in the area. It's just really shitty looking because FROM are technically inept.
 
It does behave like shit constantly. PS3 disc user here. If you are going to get the PS3 version, go digital.

I've got PS3 digital and aside from Bettre load times, its not any better. DS1 has better overall performance. DS2 is certainly playable, but its got problems (stuttering framerate, input lag, some really bland areas). It just seems to be lacking some polish. Hopefully they can improve the performance, input lag and some questionable hit boxes in a patch because otherwise the game is very good.
 

Stet

Banned
More crazy theories going on in here now. It's not an old model glitching in and out in place of a new one. It's the same model. You can even see the non-shiney (as seen in the retail release) texture on the preview demo gif at the end. It's an artificial effect to enhance the lightning in the area. It's just really shitty looking because FROM are technically inept.

It has nothing to do with the lightning. It doesn't even sync up with the lightning.
 
So, even with the graphics downgraded, doesn't the game behave like shit on the PS3? Honest question, since that is the platform I had intended to buy it for initially.

Behaves fine - I have had very few issues with FPS drops, and even fewer of those drops that have impacted game play. Generally runs fine.
 

wickfut

Banned
It's just swapping in the wrong environment maps for the reflections, the outdoors daylight + grass one instead of the indoors dark one.
 
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