Holy shit, that looks incredible.From PC Screenshot thread.
They've shown the battle system (which I'd hardly say it's shallow), and they've said that in the world map video events and most monsters were turned off. Cities, again, look anything but shallow.
I feel this becoming a FFXV thread =X
Active Cross Battle in XV will be almost as good as the Active Dimension Battle system in XII. XIII's Command Synergy Battle and Style-Change Active Time Battle systems didn't necessarily make combat entertaining to play, but they were fun to watch. I'd say the AXB system will allow the world to open up. Which is going to be a completely new way IMO to play FF in the mainline series (of course). Fun fact, I looked these battle systems up on the wiki. I seriously believe the flow of combat in XV is one of its better strengths. It's taking a lot away from being a FF, but who knows how they'll use it. I don't know if we'll find an Omega Weapon or Ruby Weapon just sitting out in the open or what. I want more of that in FF instead of having maybe 2 or 3 monsters on a map and maybe 1 hard creature like XIII had. That basically made XIII's flow even worse. It did everything else real well IMO.
Graphically speaking I feel as though SE has to make the world much more rich in detail. XIII was built to look good at a glance. If you think about it FFXIII was built on placing the player in a set. SE did this wonderfully on the PS1. It's just XIII had it all going going in one direction. It didn't necessarily say, "stop here and explore". You were taking maybe a minute or two to glance at everything.
XV will end up on the PC. Even though all of the FF ports so far have been shoddy at release, Square seems to be making an effort in getting the all FFs available on Steam.I'll differ to you guys on this one, as I could easily be mistaken. I haven't been following all that closely as it hasn't been announced for PC yet.
I think those screenshots in OP look not great. The DoF line around the models is super distracting. Lighting on the pink haired woman in the first shot also looks particularly off.
Being extremely realistic, Lightning's biceps here have like a magnitude more polygons than her actual game model, PC or not. The PC screenshots at higher resolution than the console release make it much more obvious that Lightning suffers from hexa-arms.
And no, replacing the ingame models with cutscene models doesn't work like that. The rigging is completely different and obviously simplified a lot for the game models, so they aren't 1:1 usable with a simple asset swap.
To answer OP's question, you build assets, build the game, then optimize it to actually run at a playable framerate. A lot of that optimization means cutting down on polygons/shaders/texture sizes. This has been true since the dawn of game development and unfortunately overlaps a little into the whole territory of bullshots/etc if misused/mis-presented.
It wasn't downgraded, because what they were showing wasn't real in-game. They said so themselves at the time, the first they showed of FFXIII they were showing target-renders, how they wanted the game to look and play, not how it was actually looking on any hardware or in any engine. That includes the combat video they showed, it was basically a pitch video for the game.
You near well reach that quality on PC version.
Yep, that's hardly a demo of what the PC version is capable of. With proper alpha representation and lots of downsampling, it looks better than the PS3 version, not far worse.^Eh, to be fair, with proper tweaks the alpha on the hair and eyelashes don't look anywhere near as bad.
I'd be willing to entertain the thought, but I'd want to see the models in more obviously like-for-like lighting environments to be sure. There's some dominant components from similar directions there (albeit different strengths), but overall it seems different.The pre release screens having much higher quality textures and shading in comparison to the release version
Those original pictures were bullshots. So was the E3 2006 trailer.
But these arent original pictures, as in first looks, they are from a year before the game launched..less than where we are at with FF15. They could not have just been CGI, as these models are placed directly in the areas in the game you visit. Surely they should be in the game's code somewhere waiting to be unlocked
Point is, this happened very close to launch. SE was claiming this was realtime. Something changed and it was likely a downgrade.FFXV is more than a year away though.
FFXV is more than a year away though.
Your alphas are bugged. You should fix that. I think turning off SGSSA will do so. Use GeDoSaTo instead.comparison
Tthat's why i said these photos were taken less than the amount of time we are at now waiting for FF15. They had to be apart of the game in some fashion and not used for whatever reason, cause that's cutting it really close to have these models not be any real part of the game to begin with. Which is where my argument comes from that they are waiting in the game's code to be found
Dev hell + underpowered console hardware. Simple as that.
Those original pictures were bullshots. So was the E3 2006 trailer.
FFXV is more than a year away though.
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snow looks so off
Exactly, there was no downgrades. Like 90% of PS3's initial reveals, it was most likely a case of bullshottery. It happens today as well.
I keep coming back to 360 being the root cause....if they already had these models in the game, and were working with PS3 for over 3 years at that point already, how could they have even created those models if their base unit was a PS3 and it was too underpowered to make them as you say?
That's why i am not really seeing that one as plausible...by 2008, the time for devkits was obviously done...its not like ubi bullshots, where they make a game on PC and have to gimp it for consoles...SE didn't even get into PC development until after the new decade....so their base unit had to be a PS3 anyway
1. You're assuming that a given chunk of promo footage was running on an actual PS3 rather than being a target render. Bad assumption.
2. The hardware differences between PS3 and 360 rarely manifest in PS3 have dramatically higher poly counts, and even if the 360 couldn't handle those models it's a fairly unlikely thing for them to downgrade both versions for.
3. Yes, Square Enix did "make the game on PC" in the sense that they had some sort of PC development environment where they could have produced footage that looks better than the console version. It doesn't require a complete consumer-grade PC port to do that.
1. But there's nothing else to suggest otherwise...in 2008, they were well into development of the project..it had to be far enough where they werent shy in showing the models off. My question is why were they not included? Its big assumption to go from the consumer console unit could not run it, to those assets were not real to begin with.
I keep coming back to 360 being the root cause....if they already had these models in the game, and were working with PS3 for over 3 years at that point already, how could they have even created those models if their base unit was a PS3 and it was too underpowered to make them as you say?
That's why i am not really seeing that one as plausible...by 2008, the time for devkits was obviously done...its not like ubi bullshots, where they make a game on PC and have to gimp it for consoles...SE didn't even get into PC development until after the new decade....so their base unit had to be a PS3 anyway
^ Well as you've uncovered Kagari, they had to make the game pretty quick before launch Halo 2 style...that required a lot of sacrifices i'm sure....but that still doesn't explain SE's discombobulation to such an extent
I keep coming back to 360 being the root cause....if they already had these models in the game, and were working with PS3 for over 3 years at that point already, how could they have even created those models if their base unit was a PS3 and it was too underpowered to make them as you say?
That's why i am not really seeing that one as plausible...by 2008, the time for devkits was obviously done...its not like ubi bullshots, where they make a game on PC and have to gimp it for consoles...SE didn't even get into PC development until after the new decade....so their base unit had to be a PS3 anyway
I don't know a great deal about art production, but I'm not sure I follow. Wouldn't it take a lot of time and effort to replace completed assets with downgraded models and textures? Why would to begin such an undertaking if you were short on time, and what would it gain you in return?I think ultimately they ran out of time and much of the game had to be rushed to completion. Hence downgrade/compromise.
Let me explain how something works, OP: Models for characters generally get made on PC at very high poly counts that make them impractical to ever use in real time. They may still wind up in prerendered cutscenes, but they'll always, always get downgraded for the actual game because it's easier to go from high detail to lower detail than the other way around, especially when very high detail versions are needed for other purposes. The fact that very high quality models exist does not mean they have to be somewhere on disc in the fucking PS3 version of the game.
You are on some sort of weird delusional downgrade crusade here and every post you make reveals how little you understand.
I don't know a great deal about art production, but I'm not sure I follow. Wouldn't it take a lot of time and effort to replace completed assets with downgraded models and textures? Why would to begin such an undertaking if you were short on time, and what would it gain you in return?
I don't know a great deal about art production, but I'm not sure I follow. Wouldn't it take a lot of time and effort to replace completed assets with downgraded models and textures? Why would to begin such an undertaking if you were short on time, and what would it gain you in return?
???2. Any PS3 exclusive from SCE will prove that wrong.
Tthat's why i said these photos were taken less than the amount of time we are at now waiting for FF15. They had to be apart of the game in some fashion and not used for whatever reason, cause that's cutting it really close to have these models not be any real part of the game to begin with. Which is where my argument comes from that they are waiting in the game's code to be found
It went multi-plat and was downgraded because of Xbox 360. This information has been repeated a thousand times from Microsoft, this was one of the reasons why the game took so long to complete, and because of the shift to multi-plat the developers actually strayed from their original conception/build of the game. So the end result was a completely different game with inferior visuals.
I'm not saying the game became bad because of the shift because we don't know what the original game would had been like. But all we can say for sure is that the game has different inferior visuals at the end because the game was made halfway in development with the Xbox 360 in mind.
Well, I have to admit, the mental image of Microsoft saying something that would be read as "the game got worse on all platforms because our hardware sucks" is pretty entertaining.It went multi-plat and was downgraded because of Xbox 360. This information has been repeated a thousand times from Microsoft
It went multi-plat and was downgraded because of Xbox 360. This information has been repeated a thousand times from Microsoft, this was one of the reasons why the game took so long to complete, and because of the shift to multi-plat the developers actually strayed from their original conception/build of the game. So the end result was a completely different game with inferior visuals.
I'm not saying the game became bad because of the shift because we don't know what the original game would had been like. But all we can say for sure is that the game has different inferior visuals at the end because the game was made halfway in development with the Xbox 360 in mind.
Well, I have to admit, the mental image of Microsoft saying something that would be read as "the game got worse on all platforms because our hardware sucks" is pretty entertaining.
Holy hell that's a pretty big difference in polygons.Your alphas are bugged. You should fix that. I think turning off SGSSA will do so. Use GeDoSaTo instead.
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Dev hell + underpowered console hardware. Simple as that.