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Post by bloodful on Jul 2, 2018 19:36:56 GMT -6
Thanks Angel for keeping in touch and calming our collective fan-anxiety/enthusiasm/hyperventilation. We also don't expect you work on weekends!
I've read through what most people have been saying about lighting/reflections/shadows (and I see clearly what people are saying), but I never played the first demo or paid too much attention to it so as to not spoil myself too much so I can't compare to previous builds of the game; in that way I guess I offer feedback from a different view - from the perspective of someone who just saw the game for the first time.
But for me it's more than lighting and shadows - at first I struggled to find the words to identify what I feel is 'off' about the background graphics, but I think the best way I can put it is that it looks too perfect. Every stone or brick is too perfectly cut, too clean, every plank of wood looks brand new - basically it lacks a certain griminess to it that gives it a Gothic vibe and make it believable as well.
Some imperfections like cobwebs, moss, cracks, weathering of the wood, and wear-and-tear here-and-there, should do the trick I think. Does this make sense? Anyone else see this?
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Post by purifyweirdshard on Jul 2, 2018 19:52:17 GMT -6
bloodful You need only watch estebant's linked video on the previous page, Development Update 7. When procedural generation kicks in for the game, that pretty much takes care of it. We have no reason to believe that won't be used still.
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Post by estebant on Jul 2, 2018 20:04:59 GMT -6
We have no reason to believe that won't be used still. Other than the fact that it wasn't in the demo for some reason.
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Post by XombieMike on Jul 2, 2018 20:25:57 GMT -6
bloodful You need only watch estebant's linked video on the previous page, Development Update 7. When procedural generation kicks in for the game, that pretty much takes care of it. We have no reason to believe that won't be used still. Procedural generation is already being used. It's done on the development side and then hard baked into the release. You will not see things change as if it's random generation during run time. In the podcast I spoke with Mana about it she confirmed this.
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Post by purifyweirdshard on Jul 2, 2018 20:29:41 GMT -6
XombieMike Right, that's what I mean (I'm not sure if you're verifying or correcting me there) - from what we know, it's in the game but was not used for the demo, seemingly much the same as the shadows/lighting options being disabled possibly for spec/compatibility reasons. By "when it kicks in", I mean when it is used by the team in the final game. We'll see what Angel reports regarding all that (why it and the other stuff seems missing).
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Post by dareka on Jul 2, 2018 22:47:58 GMT -6
As much as I like the idea of "modders, do your thing", I would still largely prefer the game to come out better polished rather than making modders have to go back and do the work for them. Especially since console users won't have the opportunity to take advantage of that. If it's the design choice of the textures and not the actual resolution/quality of them, then there really shouldn't be much difference in regards to performance, right? Well, I can't very well answer here without first thanking Angel-Corlux for going through the thread and giving us an update. I'm a lot less concerned now that I'm satisfied that know more or less where the differences are, technically, between the different versions, but, it's always great to known when the team is looking into our concerns. lovelydumpling So, I've been playing the game and going over the videos, and I think there's no better comparison than the village update with the procedurally generated textures present. It's crazy more detailed than the one in the demo. The carts are a really good example. Where the demo has basically a generic-found-this-on-the-internet look for the textures, with no lighting effects or shading of any kind, really, the one in the update is really, really detailed, with lighting, wear and tear, and just an overall look of actual wood. So procedurally generated textures are a fancy term for letting the computer make random variations on it based on a set pattern. If these textures are generated in real time, so to speak, uhm, yeah, it's a real hit on performance (and that's probably putting it lightly). If, however, they're "baked" (i.e, not generated in real time - you just save the procedurally generated asset into a texture file) then yes, it's not necessarily a hit on performance. I say not necessarily because things like the volume of textures that need to be loaded probably increases (since you have all these variations, instead of just one or two patterns that are repeated over and over), and some hardware might have to take a hit in texture resolution (lower res in order to fit more textures in memory). Expect this to be the case in the Vita version, and to some extent in the Switch version, maybe. Also, textures are sometimes used to send information for post-processing to the GPU. So, if everything is baked into the texture and the GPU doesn't need to process them, then there's zero hit on performance; if, on the other hand, they're being used for some form of lighting, then there technically could be a hit on performance. So it really depends on how much information is baked into the texture and how much post processing is being done with them. As far as I can tell, there's very little post processing being done in the game. So yeah, very little hit on performance - in theory. The thing is, though, if the textures are too detailed, too high-res, and too many, some console hardware won't be able to fit them in their RAM, and some GPUs might have trouble keeping up with the rendering (they need to keep them in their own RAM, for one). So what we got in the demo is probably a lot lighter on a GPU than what can be seen in the videos with procedurally generated textures (those are probably higher-res, to contain more detail), and maybe a bit lighter than what you see in the 2017 Zangetsu fight. In this sort of situation, the first thing you'd cut is the real-time shadow maps - or at least lower their resolution. This is probably the most computationally expensive thing in the demo. But there's no option to do that, is there? There are no graphical settings to speak of. So that might be the reason they decided to just leave the base textures, the plainest textures, and offer everyone a uniform experience. At this point I'd wager it was not an artistic choice. It was more likely a "we're still working on the graphics settings and updating the system, got no time to put non-optimized textures in the demo, oh, hell just kill them on the town and castle sections" thing. Making a playable demo in mid-development is a lot more taxing on the dev team than people imagine. You have to splice out things that are not meant to be spliced for the final version. Sometimes, things that are a lock for the final version have to be cut from the demo for whatever reason, and that might include graphical effects.
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Post by purifyweirdshard on Jul 3, 2018 0:05:12 GMT -6
^ everybody should read that. Don't be scared by how long it is!
As me and Mike were saying above, we do know that the procedural generation will be baked in, instead of done live while playing.
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Post by Pure Miriam on Jul 3, 2018 7:44:19 GMT -6
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Post by crono141 on Jul 3, 2018 9:40:25 GMT -6
Haven't read through all 10 pages of this, but I'll just say that I agree that the castle looks too clean. In the lead up when I approached and first entered I thought I was going into a church, not the castle of evil. Too bright, too clean.
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Post by allooutrick on Jul 3, 2018 10:20:50 GMT -6
Haven't read through all 10 pages of this, but I'll just say that I agree that the castle looks too clean. In the lead up when I approached and first entered I thought I was going into a church, not the castle of evil. Too bright, too clean. To summarize it then, an observation gets made, previous videos and screen shots get referenced, people show how the demo can look like those with post processing, doubts arise about the game on release, Angel-Corlux saves the day at the bottom of page 9.
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Post by ddavis on Jul 3, 2018 10:33:32 GMT -6
Ok low texture resolution and shadow is just temporary realy ok what is that is 4K bug angle ? -_- ho and im say nothing for effect of water on the boat (the rock have a onyx ? drop pickaxe on the monster and post processing of modelization )
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Post by dareka on Jul 3, 2018 12:12:39 GMT -6
Ok low texture resolution and shadow is just temporary realy ok what is that is 4K bug angle ? -_- ho and im say nothing for effect of water on the boat (the rock have a onyx ? drop pickaxe on the monster and post processing of modelization ) If it's been there in the previous builds and it's not here now, then yes, it's probably just temporary. I doesn't seem like any real-time effects have been cut. I thought they had, at first, and that's why I was worried. But then I realized I was wrong: only texture resolution/detail and maybe some alpha effects for the lighting are gone. No reason they would invest so much into the textures for the previous builds and then just drop them for this one, other than they're still working on optimizing how they'll be managed and what they'll look like for the final build. Expect differences according to the platform, but I think what we're seeing here is the bare minimum quality. They'll only get better.
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Post by Deleted on Jul 3, 2018 12:45:57 GMT -6
eru The 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. You are of course right that it's better than MN9, I can already see the defense being used after release: "At least it's better than MN9":-)
I'm ofc talking shit and I did MN9 comparison on purpose, since that dumpsterfire is still on everyone's mind. Nonetheless, for game releasing in 2019 (or very very late 2018) the latest demo graphics look absolutely horrible. Majority of backers might be fine with that but I guarantee you that potential buyers won't. Kickstarter craze has been over for a while now and games need to grab peoples attention or they will flop hard. When people look at Ori 2 and Bloodstained, it's pretty obvious what their thoughts will be. The fact that Bloodstained broke records in funding won't help at all if it looks like this.
I don't know the reason for downgrade, what are the plans or what is possible to improve, but i know that if you care about game's success you should be seriously worried, cause this isn't how the game should be shown so close to release.
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Post by XombieMike on Jul 3, 2018 12:51:15 GMT -6
Ori is in a whole different league with its graphics. Graphics aren't everything though. For the experience I expect delivered I think what we see in the demo is fine, but I just wish it looked as good as the old shots. As far as what sells, a good game sells and it's not all about eye candy, though it certainly helps. In Bloodstained's case, a balance has to be met between cost, time and how it looks. We can't push this to 2020. It's gotta run well on Vita too. Ori doesn't.
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Post by Valtiel on Jul 3, 2018 13:09:29 GMT -6
Graphics aren't everything though. Ori is proof of this IMO. Stellar art direction and graphics but the game is as dull as they come. Bloodstained is definitely ugly, I'm not denying that. But it plays great and that's worth more than even the best graphics.
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Post by Deleted on Jul 3, 2018 13:10:27 GMT -6
I'm well aware of that, it was never possible for Bloodstained to look like that, but it's still direct competitor and people will inevitably compare the two. Just like they compare every game to Witcher 3. Noone but developers will care that game has to run on Vita.
And honestly, no, not every good game sells.There are LOT more factors to that but that's entirely different topic. Graphics like you said aren't everything but they are first thing anyone sees and as such are very important, especially trailers (There's reason why publishers spend disgusting money on Cinematic trailers)
I never expected some mindblowing graphics and aesthetics, but I did expect it to look nice, cozy and pleasing to the eye. This demo unfortunately doesn't deliver on that.
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Post by ddavis on Jul 3, 2018 13:20:40 GMT -6
I'm a baker and downgrade is not really important. texture VOMIT is important seriously im see all that im say hmmmmm is normal? have a hidden bars of quality for final version? realy im dont care of HD 4K and other Just is weird demo or not demo and dont see e3 gameplay im see the rock and other im come here for know why SO wait real game and forget it the demo
(stop dream)
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Post by XombieMike on Jul 3, 2018 13:44:50 GMT -6
Couldn't have said it better myself, really.
All kidding aside, we should judge Bloodstained's graphics at least by its older standards without comparing it to other games. If you have feeback about the graphics, make it count. Be specific and use screen shots if possible.
Comparing Bloodstained to other games isn't going to be useful feedback other than saying this game doesn't match up to current market standards. That's not going to be that useful.
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Post by RichterB on Jul 3, 2018 13:46:17 GMT -6
Great to hear from Angel-Corlux . That was some serious dedication reading everything. Looking back at the older images of the Garden of Silence and Village, I am more optimistic that the organic aspects like rocks will not look so awkward in the end. Also, I saw an edited post where the Minerva Ship area from 2016 and 2018 were compared in terms of effects, and it seems like the glossy effect filter is the culprit of taking away the wooden texture of the ship in 2018 and making it look more like clay. I hope that will be balanced out by what we're talking about here. Overall, the game really does play quite well, so it'd be a shame not to have these visuals ironed out a bit more, when it looks like the devs actually have already worked on a number of things behind closed doors that we've talked about. (And for the record...Ori's aesthetic doesn't appeal to me much at all. It's very high quality, very well done, but I personally find it to be sort of generic artistically. There's too many 2D games using HD assets to create these washed-out, dreamlike, impressionistic worlds lately, in my opinion. It almost looks like a filter is applied to everything, rather than individual elements coming together to make memorable set pieces.)
(...Also for the record, I don't like MN9 as a whipping boy. In terms of Kickstarter projects, I can understand it; in terms of visual expectations, I can understand it...but the game itself was not a total disaster and is actually a lot of fun when you master it. The level design is versatile enough that when you know how the play the game, you can speed through it like Sonic the Hedgehog, collecting combos with a real exhilarating flow. And this becomes super important with the alternate character Ray, who slowly loses life if you don't due to an unstable body. In some respects, conceptually, it might be fresher in feel than the upcoming Mega Man 11. Plus, without MN9, I'm not sure the Bloodstained project would have even launched. It set a precedent.)
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Post by Motoko on Jul 3, 2018 14:09:27 GMT -6
So when I mentioned that there was nothing to worry about, my opinion gets pretty much pushed to the curb, but others state the exact same thing, and it's suddenly okay lol
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