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Post by purifyweirdshard on Jul 2, 2018 8:09:32 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. Story Trailer
Demo 2018 asks "What even are shadows?" The differences are smaller compared to the 2017 build but certainly there.
You know, aside from maybe some shadows being needed, I think the 2018 demo's look here is preferable to me. The lines of the architecture really stands out in the archways and pillars, where they fade/disappear when hit with that light in the story trailer. It's like a choice between ambiance vs detail. A balance of both is what is coming, I'd imagine. Here I've highlighted areas in the demo fight where the detail is visible whereas it's not or very hard to see in the story trailer shot. I'm still mostly only concerned about Miriam's model changes. lol
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Post by seiya on Jul 2, 2018 9:48:12 GMT -6
The biggest issue I have with the increased brightness is still that is completely drowns out the color the lights in the background give off. It makes everything seem so bland in the back.
I had noticed that same problem with the highlights on the architecture. The question, is that a lighting issue or a shader issue?
Unfortunately, only the devs could tell us.
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Post by lovelydumpling on Jul 2, 2018 12:23:33 GMT -6
You know, aside from maybe some shadows being needed, I think the 2018 demo's look here is preferable to me. The lines of the architecture really stands out in the archways and pillars, where they fade/disappear when hit with that light in the story trailer. It's like a choice between ambiance vs detail. A balance of both is what is coming, I'd imagine. Here I've highlighted areas in the demo fight where the detail is visible whereas it's not or very hard to see in the story trailer shot. I'm still mostly only concerned about Miriam's model changes. lol Yeah that's a fair assessment. The details do look nicer in the 2018 version. I really would like the background to have more shadows and color though. As for Miriam's model, I'm really, really saddened by it. It looked so gorgeous originally, it's why we all voted for it after all. But yeah looking at in the demo, I always thought it looked off but couldn't put my finger on why. I was asking myself "This is what I voted for?" The weird splotchy grey on the frills was really bugging me. Now seeing your comparison between the two models, everything became so much clearer. Sadly it seems like that old model's been long gone for years now.
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Post by maedhros on Jul 2, 2018 12:53:57 GMT -6
Seeing all these screens and comparisons, I wouldn't mind a new delay to correct all these instances of bad lightining or polygons. They also should bring back the older model for Miriam, it looked a lot better than the current one...
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Post by purifyweirdshard on Jul 2, 2018 12:59:32 GMT -6
Well hold on a second here. That thumbnail...yeah, if you go to the scene at the very end of this, post-Vepar where she's posing, that's very close to the old character model, just the face is different (and of course the cyan outline is gone). Far as I can tell. In-menu, dialogue scenes and gameplay it seems to be different. Hm. Unless I'm crazy. dareka what do you make of it? It at least seems closer/close enough that I don't mind In regards to BloodyHell's points, which I just finished going through, I'd agree for some and not others. I think that glossy look is great for the ship's pillar on the interior because it gives a greater sense of depth/volume to it than what the 2016 demo showed. It makes enough sense to me that it could be damp in there anyway. I think the garden comparison shot near where you first walk in looks better now than it did before.
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Post by exile on Jul 2, 2018 13:40:17 GMT -6
The biggest issue I have with the increased brightness is still that is completely drowns out the color the lights in the background give off. It makes everything seem so bland in the back. I had noticed that same problem with the highlights on the architecture. The question, is that a lighting issue or a shader issue? Unfortunately, only the devs could tell us. Yeah, the foreground looks better to me, but the background is noticeably blander without the shadows. It just all kind of blurs together. Also, to my eyes, the character models look decidedly more drab, which is a huge shame, since Miriam is the one constant I'll be seeing for however many dozens of hours.
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Post by Mad Lust Envy on Jul 2, 2018 14:00:57 GMT -6
Dunno if anyone has said it, but it just looks like ambient occlusion and shadows are pared back significantly. This was likely done ON PURPOSE to test for stability of the engine. A lot of betas do this. You don't get the final games graphical enhancements.
In short, don't judge the game's graphics until the actual final game is out.
This looks fairly obvious to me anyways. Don't know why anyone of you actually think this is how the final game will look. Betas and demos ALWAYS warm you that they aren't reflective of the final product.
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Post by Deleted on Jul 2, 2018 14:21:16 GMT -6
Dunno if anyone has said it, but it just looks like ambient occlusion and shadows are pared back significantly. This was likely done ON PURPOSE to test for stability of the engine. A lot of betas do this. You don't get the final games graphical enhancements. In short, don't judge the game's graphics until the actual final game is out. This looks fairly obvious to me anyways. Don't know why anyone of you actually think this is how the final game will look. Betas and demos ALWAYS warm you that they aren't reflective of the final product. As much as I agree on the fact that demo could have been "downgraded" to let as many people as possible to try it, helping the feedback and bug reporting, the worrying part is the story trailer. Nothing in that trailer is distantly comparable to this image, for example. And that image is the winner of a survey, as Fuchigane reminded us in this post (the Kickstarter update is this one). And all of this without considering the vastly difference in Miriam's model.
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Post by dareka on Jul 2, 2018 14:25:15 GMT -6
Well hold on a second here. That thumbnail...yeah, if you go to the scene at the very end of this, post-Vepar where she's posing, that's very close to the old character model, just the face is different (and of course the cyan outline is gone). Far as I can tell. In-menu, dialogue scenes and gameplay it seems to be different. Hm. Unless I'm crazy. dareka what do you make of it? It at least seems closer/close enough that I don't mind In regards to BloodyHell's points, which I just finished going through, I'd agree for some and not others. I think that glossy look is great for the ship's pillar on the interior because it gives a greater sense of depth/volume to it than what the 2016 demo showed. It makes enough sense to me that it could be damp in there anyway. I think the garden comparison shot near where you first walk in looks better now than it did before. Well, I'm not willing to say anything definitively by looking at two videos (versus actual gameplay), BUT, here's what seems to be going on, to me. 1. Other than the blue fresnel shading, the main difference between the two models (E3 2016, E3 2018) seems to be coloring of the frills (pink vs black/grey). 2. The original model for Miriam - the one that was used to showcase the shader - used some additional, different colored lighting, and also, it seems, higher resolution textures, at least for details such as the frills. So it would appear that texture resolution had dropped for the in-game model, which is the same model that appears in the menu, by E3 2016. 3. The model in the cut-scenes, however, has higher resolution textures than the in-game model. This applies to both E3 2016 and E3 2018 versions. Conclusion: The in-game model has always been the same one used in the menu screens, and is not as good as the original model for the shader voting. However, this contrast stood out as a result of using this model for the dialogues in the 2018 version, because you zoom in closer on it. Lower resolution textures tend to become noticeable as you zoom in, obviously. The models used for the cut-scenes (as opposed to dialogues) has always been higher-res, and very close to the original used for the shader voting. So it's not a change between 2016 and 2018, it's a change between cut-scene model and in-game model, and the fact that the latter is a downgrade became noticeable when they used it for dialogues for the first time. So lovelydumpling , it's not that it's gone per se, it's that it's always been cut-scene model, not an in-game model. Fortunately, if the model's already in there, it should be easy to implement for gameplay, or a the very least the dialogues and the menus. Since items equiped are reflected in cut-scenes, it's probably the same except with higher resolution textures. And if the devs don't do it, this is probably the sort of things modders can do on day one.
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Post by Enkeria on Jul 2, 2018 14:34:37 GMT -6
Do you think maybe it was intentional for the demo? Seems like it. More people can give feedback if they can actually try the demo. I am only at PAGE 2 when reading all this, but it seems logic to me. Perhaps there are answers after this..
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Post by purifyweirdshard on Jul 2, 2018 14:41:25 GMT -6
Well hold on a second here. That thumbnail...yeah, if you go to the scene at the very end of this, post-Vepar where she's posing, that's very close to the old character model, just the face is different (and of course the cyan outline is gone). Far as I can tell. In-menu, dialogue scenes and gameplay it seems to be different. Hm. Unless I'm crazy. dareka what do you make of it? It at least seems closer/close enough that I don't mind Conclusion: The in-game model has always been the same one used in the menu screens, and is not as good as the original model for the shader voting. However, this contrast stood out as a result of using this model for the dialogues in the 2018 version, because you zoom in closer on it. Lower resolution textures tend to become noticeable as you zoom in, obviously. The models used for the cut-scenes (as opposed to dialogues) has always been higher-res, and very close to the original used for the shader voting. So it's not a change between 2016 and 2018, it's a change between cut-scene model and in-game model, and the fact that the latter is a downgrade became noticeable when they used it for dialogues for the first time. Thanks, that is just what I had suspected, in-game Miriam being down-res'd for gameplay. If it's not possible to keep her high-res at all times (which may be borderline unnecessary - especially in portable platform cases), having her at least so in menus and dialogue would be a big improvement for me.
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Post by dareka on Jul 2, 2018 15:25:25 GMT -6
Thanks, that is just what I had suspected, in-game Miriam being down-res'd for gameplay. If it's not possible to keep her high-res at all times (which may be borderline unnecessary - especially in portable platform cases), having her at least so in menus and dialogue would be a big improvement for me. My thoughts exactly, (though I'd appreciate some refinements to the gameplay model as well - brighter colors and higher res textures or better anti-aliasing).
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Post by dietsoap on Jul 2, 2018 15:25:58 GMT -6
This looks fairly obvious to me anyways. Don't know why anyone of you actually think this is how the final game will look. Betas and demos ALWAYS warm you that they aren't reflective of the final product.
Unfortunately, I think if this is the case they would've already said something. I think they're trying to formulate how to best break the bad news to us at this point.
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Post by estebant on Jul 2, 2018 15:31:07 GMT -6
Don't know why anyone of you actually think this is how the final game will look. 1. Because it's not 2015 anymore. The game releases in half a year. (As far as we know) 2. Because it's not just lighting changes. There's an obvious downgrade in textures as well. 3. Because that's the whole point of a beta. Its supposed to be a small version of what we're getting. 4. Because we were never told about the changes beforehand. 5. We haven't gotten confirmation it won't actually look like that. 6. People have been salty about the look of the game as far back as e3 last year. And now they got an even uglier version. Until the dev's talk to us... that's the game in its current state as far as we know. 7. Why would you release a story trailer with gimped features? There's no reason why the trailer shouldn't have the right textures and lighting. 8. Mighty No.9 is still fresh in people's minds. People are afraid the Vita is to blame. 9. People are already comparing this game's look unfavorably to other titles. Including Igas past vanias, CotM, and others like Hollow Knight. I don't think it's fair to compare them but releasing a demo of the game that looks worse than the one people already disliked is a terrible idea. People are right to be worried, at least for now.
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Post by purifyweirdshard on Jul 2, 2018 15:47:49 GMT -6
Thanks, that is just what I had suspected, in-game Miriam being down-res'd for gameplay. If it's not possible to keep her high-res at all times (which may be borderline unnecessary - especially in portable platform cases), having her at least so in menus and dialogue would be a big improvement for me. My thoughts exactly, (though I'd appreciate some refinements to the gameplay model as well - brighter colors and higher res textures or better anti-aliasing). Yeah, absolutely. If that's all taken care of, the extent of my graphical concerns have been satisfied. My assumption is the demo's lighting isn't final (or even present) and the textures are something I didn't even notice until I leaned forward to check the jpgs here. If those are changed/improved, that's great, but for the most part I'm satisfied. The cannon thing I agree with though, and some parts of the village area are rough (ground textures and two trees being placed identically next to each other). Procedural generation will fix a good bit of that though. A final note that came up earlier in Discord too, the village as seen in Dev update 8 has much better looking colors imo. I don't think the rocky floor is there anymore either?
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Post by Nezuto on Jul 2, 2018 16:46:41 GMT -6
Don't know why anyone of you actually think this is how the final game will look. 1. Because it's not 2015 anymore. The game releases in half a year. (As far as we know) 2. Because it's not just lighting changes. There's an obvious downgrade in textures as well. 3. Because that's the whole point of a beta. Its supposed to be a small version of what we're getting. 4. Because we were never told about the changes beforehand. 5. We haven't gotten confirmation it won't actually look like that. 6. People have been salty about the look of the game as far back as e3 last year. And now they got an even uglier version. Until the dev's talk to us... that's the game in its current state as far as we know. 7. Why would you release a story trailer with gimped features? There's no reason why the trailer shouldn't have the right textures and lighting. 8. Mighty No.9 is still fresh in people's minds. People are afraid the Vita is to blame. 9. People are already comparing this game's look unfavorably to other titles. Including Igas past vanias, CotM, and others like Hollow Knight. I don't think it's fair to compare them but releasing a demo of the game that looks worse than the one people already disliked is a terrible idea. People are right to be worried, at least for now. I would like to add, just in my opinion, Colonial Marines did it. Had some impressive graphical boasting and gameplay ideas and what was received....well, at least it has something in common with E.T.
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Post by dareka on Jul 2, 2018 17:29:20 GMT -6
My thoughts exactly, (though I'd appreciate some refinements to the gameplay model as well - brighter colors and higher res textures or better anti-aliasing). Yeah, absolutely. If that's all taken care of, the extent of my graphical concerns have been satisfied. My assumption is the demo's lighting isn't final (or even present) and the textures are something I didn't even notice until I leaned forward to check the jpgs here. If those are changed/improved, that's great, but for the most part I'm satisfied. The cannon thing I agree with though, and some parts of the village area are rough (ground textures and two trees being placed identically next to each other). Procedural generation will fix a good bit of that though. A final note that came up earlier in Discord too, the village as seen in Dev update 8 has much better looking colors imo. I don't think the rocky floor is there anymore either? The thing is, I believe the lighting was also done with high-res textures... I was fooled by it at first too, but when I kept looking at the trailer for the Zangetsu fight (the pretty one), I noticed the lighting, though pretty, was completely static. There's no reason why this won't be a high res texture overlayed over the other textures. So many objects that look 3D are also actually 2D billboards with textures of pre-rendered pasted on top, which they can get away with convincingly because of the 2D nature of the scrolling. ... I dunno, at this point I'm just getting the feeling they haven't gotten around to baking in the textures used in the procedural generation process, and that those textures are the ones that are missing... I mean, look at the carts in that video. Then look at the ones in the game. It's basically the same geometry but a vastly different texture. What appears to be lighting on the cartwheels is also fudged with textures. So we might end up worrying for nothing. Why would they not just say so if that were the case? Well, I dunno, but it's possible it's just an oversight. Yes, I know, to us it seems like too big a deal to be an oversight, but game devs, especially in Japan, are generally not PR wizards - and that's being generous. At any rate, there's only one obstacle to going back to the pretty textures - which seems to me to be the only element downgraded, actually, even though its effects are huge - and that's whether or not they made those texture assets, at that quality, for all of the rooms in the castle or not. If they did (and I'd find it odd if they didn't considering how much they already invested on procedurally generated assets), then the final release will look like the previews or better. If they didn't...modders, do your thing.
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Post by lovelydumpling on Jul 2, 2018 17:54:49 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?
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Post by estebant on Jul 2, 2018 17:57:02 GMT -6
The procedural generation video looks great because both the shadows and procedurally generated textures are there but the demo doesn't include them.
If they would just confirm that... this thread wouldn't even need to exist.
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Post by Angel-Corlux on Jul 2, 2018 18:42:29 GMT -6
Hey everybody,
I've read through the entire thread and definitely appreciate all the candid feedback. I do see what you're all talking about and I've already started working with my producer on assessing what's what, and will be following up with ArtPlay and Dico to better understand exactly what's behind some of the things you've all brought up.
I also appreciate the comparison with the shapes that highlights some of the differences over time. I don't have confirmed answers just yet, but I will be getting the full story both on what the situation is now and how it will change moving forward.
And also just a quick note, since I've seen some people, both here and elsewhere, question why we weren't commenting on this etc., please keep in mind that it was the weekend, and although sometimes we work on the weekend and have crazy long days like last week, (brutal ; _ ; ) if you don't see a reply from us right away that doesn't mean we're ignoring the topic / feedback.
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