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Post by giwagiwa on Jul 12, 2019 23:28:19 GMT -6
I love it, but bring back the old face :sob: You can probably install this head mod over it, just rename the file so it's later in the alphabet so it loads after it.
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Post by giwagiwa on Jul 2, 2019 13:44:16 GMT -6
Aww dang. You're right. I got a mod request mixed up with something about female monster models. Hmmm I wonder what female monster mod you could possibly be thinking about... ( ͡° ͜ʖ ͡°)
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Post by giwagiwa on Jun 21, 2019 17:07:53 GMT -6
The ending dialogue with Dominique is kind of awkward when I haven't sold her any shards the whole game. Would have been interesting to change it up a bit based on player action.
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Post by giwagiwa on Jun 10, 2019 19:36:20 GMT -6
This game is rated T for Teen. I'd be shocked if we get anything beyond Vepar's womanly (but nipple-less) silhouette and Bloodless in her bathtub with a hint of sideboob. That's probably all we're getting. Vepar redesign has nipple geometry (it's pointy where the nips should be) whereas old Vepar did not.
Anyhow I reflect your sentiment that "nothing beyond Vepar" will be in the game, especially since the ESRB rating gave Vepar as their example for partial nudity.
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Post by giwagiwa on Jan 22, 2019 12:16:03 GMT -6
clivethebarker , it was a business decision and a wise one for the reasons you state. A platform with its days numbered, and another with an intensely limited demographic (who, as you and I know, are more than capable of running Windows programs on it if they understand Linux capabilities). Simply saying 'screwing over two platforms' doesn't begin to cover the context that those platforms are 'weak'.
Microsoft is evil; the sooner we move to our open source overlords, the better.
A decision to release on Linux is always a moral decision, not a financial one. Of course it won't make much money. But the more developers support what Microsoft and Apple has become, the more they're digging their grave into a walled garden of rules and restrictions. The Windows Store is one of the most anti-consumer decisions Microsoft has ever made.
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Post by giwagiwa on Jan 19, 2019 9:29:17 GMT -6
It seems every game that can be modded eventually gets nude mods regardless of the developer's thoughts on them. Heck, I found out Breath of the Wild for Switch has a mod where you can play as Linkle, then someone else took that mod and made a poorly realized nude version of it.
If mighty anti-mod Nintendo can't stop it, there's nothing you could do. Might as well not mention it and ignore it.
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Post by giwagiwa on Dec 16, 2018 22:03:24 GMT -6
I found this posted on the Facebook fan group
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Post by giwagiwa on Jul 7, 2018 0:16:14 GMT -6
this is a hidden feature in some platforming games. It makes jumping and what not feel a bit more responsive. When straight walking off a ledge, yes. It's intended to prevent people who jump at the very last moment from missing their jump. But there is no reason to have this at the end of any animation that pushes you forward off a ledge like the backdash or katana specials. This is a bug that allows the player to extend their jump distance.
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Post by giwagiwa on Jun 30, 2018 15:19:29 GMT -6
giwagiwa the thing is, like you mention there's no reason to downgrade unless you want the game to run better on weaker systems, but if that's the case, why wouldn't they downgrade the Galleon as well? It looks like it does in the old screenshots, it's just the castle which looks inferior. Wouldn't a downgrade for weaker systems affect the entire game instead of just parts of it? We don't know what's in the minds of the developers. It could very well be that the original castle assets were too performance-heavy compared to the Galleon and they decided to downgrade them. Or it could be they're in the process of redoing this part of the castle and we're seeing this part of the game in a weakened "in-progress" state.
Either way I don't want to support the game looking worse than it could. I'm more concerned about the art direction of the lighting and textures than anything else right now, because the original looked so much better.
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Post by giwagiwa on Jun 30, 2018 15:02:46 GMT -6
You haven't specified what you disagree with, which is a little frustrating. "Hey I disagree with you, but there's no point in me mentioning it in the first place because I'm not going to elaborate any further". You might as well have kept silent. I'm truly sorry if I came off as rude, and I apologize. I just didn't want to side-track the conversation with back and forth on this. So, I'll explain how I disagree. I dunno, maybe you won't even come off as disagreeing per-se; you be the judge. 1. Optimizing geometry is pretty par for the course in 3d game development. No matter how high spec a system you run the game on, you don't want unnecessary geometry that wouldn't be visible to the player. This could also mean swapping out more detailed models when we see characters up close vs during normal gameplay.
Yes, optimizing geometry is common. With modern technology, though, they should be able to manage varying level of detail with tessellation instead of model swapping. The effect should be the same, though: there's no reason for the close-up models on the PC to look like they look now versus how they looked before. These are not polygons you're not going to see, after all - they're close-ups. So the geometry looks a bit over-optimized: a model for a lower-end PC or last gen hardware. So I disagree that his has any bearing on our criticism of the graphics: they're going way below the original minimum hardware requirement for PCs. It's not simple optimization, since they downgraded the close-up models, as well. 2. The only reason to downgrade textures would be to make the game work on lower powered platforms. Texture resolution should stay high, or have the option for different resolutions. So, the idea is you have high-end textures for the more powerful platform, and lower resolution textures of the same image for the lower end platforms. So what you do is you drop the polygon count on the models so that the texture mapping is the same, and so you just need to swap textures. But if they're giving us these textures on the PC version, it begs the question: did they create all of the assets in higher-resolution textures? If so, why aren't they in the demo? The disagreement here, though, ties more in with the next statement... 3. Lighting is more of an artistic choice than performance-heavy in most cases nowadays. Unless you're trying to do something crazy like dynamic shadows for every light source, etc. I see no reason the game can't look like the 2016 screenshot while retaining its current graphical performance.So, I don't see changes in the lighting here being a result of artistic choice - the game's missing post-processing that was there in the 2017 prototype. They can't make it look like that without enabling features that are disabled. Enabling these features will make it drop in performance on lower-end hardware; so, can it meet the graphical performance of the 2016 screenshot? depending on how you implement the lighting, yes, on the recommended hardware specs. It might not look as good in motion, but screenshot level fidelity is possible. What's not possible is having the game run as fast as it will with the current load, which is a lot lighter than anticipated. So what I'm trying to say is that lighting and post-processing effects are GPU intensive. A modern GPU won't struggle with them, that's true; but the game seems have graphics such that even the last generation (in hardware terms) Switch won't struggle, and I doubt you could meet the quality of the 2017 prototype on it, let alone the 2016 screenshot, at least not without some serious (and time-consuming, and therefore costly) trickery. I don't think we disagree at all, it's mostly a misunderstanding in words. I was not suggesting your points would be invalid, but rather how the dev team could improve the demo. For example, I suggested a model swap for cutscenes and the in-game menu because it's simple to do and they already have the more detailed model from the previous demo. Setting up tessellation isn't as simple on a character model, and I'm not sure this dev team has the skill to do so properly, but sure that's an option.
I think you assumed I was making some excuse for the dev team having lower resolution textures? My point was there's no reason they shouldn't provide higher resolution textures than what was in this demo. If my integrated graphics card can run this game at 60 FPS, they can definitely provide some better textures for this game. Many textures were noticeably muddy.
There's a lot of detailed lighting aspects you've mentioned in your previous post, but I am referring to the overall color and design of the the lighting in the scene. The shadows are all in the same spots, with mostly the color and shadow contrast altered for the overall look of the scene. I don't think them changing the overall lighting color and design back to the 2016 render is going to be a technical hurdle. What you've mentioned are specific lighting effects that help draw out detail when staring closely at a scene, such as ambient occlusion. This is not what I'm referring to when saying the game lighting can look like the 2016 screenshot, I'm referring to the color and contrast which is what you'll see in a thumbnail image.
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Post by giwagiwa on Jun 30, 2018 14:34:15 GMT -6
I've tried with my dedicated and integrated graphics card. The game played pretty much the same on both.
Resolution: 1920x1080
CPU: i7 3770K GPU: Nvidia GTX 980TI
RAM: 32GB DDR3 1600mhz HDD: 4TB 7200RPM SATA 6 connection with 128MB of cache
Result: Steady 60 FPS.
Resolution: 1920x1080 CPU: i7 3770K GPU: Integrated graphics Intel HD 4000 RAM: 32GB DDR3 1600mhz HDD: 4TB 7200RPM SATA 6 connection with 128MB of cache
Result: Generally steady 60 FPS with a few dips to 55.
I don't even need a dedicated card to run this game smoothly. What a rarity for 2018.
My understanding is that the original PS4 model uses a modified AMD HD 7870, which is roughly 9.5 times more powerful than my integrated graphics according to passmark (though a passmark score doesn't tell the whole story). You guys really aren't utilizing the GPU to its potential for the current generation consoles.
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Post by giwagiwa on Jun 30, 2018 14:02:10 GMT -6
5. Texture detail/Tessallation/Displacement mapping. This one I'm not too sure of, but look at the bricks that make up the ceiling. Notice how they're much more detailed and kind of "pop-out" in the 2017 version. I think that's just the result of normal maps.
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Post by giwagiwa on Jun 30, 2018 13:50:30 GMT -6
I work with 3D rendering daily, not sure how you can disagree on a technical conversation. Well, I worked on game development daily, so that's how I can disagree. Look, we're obviously not gonna get anywhere here, so let's agree to disagree. You haven't specified what you disagree with, which is a little frustrating. "Hey I disagree with you, but there's no point in me mentioning it in the first place because I'm not going to elaborate any further".
You might as well have kept silent.
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Post by giwagiwa on Jun 30, 2018 13:11:52 GMT -6
I did some messing around with ReShade and while clearly the Jan 2016 shots look the best, I think this can be salvage with some visual post-processing, here are some examples: Original: With ReShade: ----- Original: With ReShade: ----- Original: With ReShade: ----- Original: With ReShade: ----- So there you have it... just some examples of how things could look even in their current state with some tweaking.
Very overly saturated, there needs to be a contrast between saturated and desaturated parts of the image. But this is a good example to people who don't understand how shaders work of how drastic a change they can make.
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Post by giwagiwa on Jun 30, 2018 13:04:17 GMT -6
Optimizing geometry is pretty par for the course in 3d game development. No matter how high spec a system you run the game on, you don't want unnecessary geometry that wouldn't be visible to the player. This could also mean swapping out more detailed models when we see characters up close vs during normal gameplay.
The only reason to downgrade textures would be to make the game work on lower powered platforms. Texture resolution should stay high, or have the option for different resolutions.
Lighting is more of an artistic choice than performance-heavy in most cases nowadays. Unless you're trying to do something crazy like dynamic shadows for every light source, etc. I see no reason the game can't look like the 2016 screenshot while retaining its current graphical performance. Sorry, but I disagree with just about everything you're saying. Let's leave it at that, though. I work with 3D rendering daily, not sure how you can disagree on a technical conversation.
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Post by giwagiwa on Jun 30, 2018 10:13:57 GMT -6
Like I said, what they did is obvious by looking at the screenshots: a downgrade in geometry (fewer polygons for the backgrounds and the characters), downgrade in texture resolution and detail, and a downgrade in lighting/post-processing. Optimizing geometry is pretty par for the course in 3d game development. No matter how high spec a system you run the game on, you don't want unnecessary geometry that wouldn't be visible to the player. This could also mean swapping out more detailed models when we see characters up close vs during normal gameplay.
The only reason to downgrade textures would be to make the game work on lower powered platforms. Texture resolution should stay high, or have the option for different resolutions.
Lighting is more of an artistic choice than performance-heavy in most cases nowadays. Unless you're trying to do something crazy like dynamic shadows for every light source, etc. I see no reason the game can't look like the 2016 screenshot while retaining its current graphical performance.
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Post by giwagiwa on Jun 29, 2018 21:23:49 GMT -6
video is apparently unavailable. Youtube was still working with it. I can see it now.
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Post by giwagiwa on Jun 29, 2018 19:44:09 GMT -6
OK, the input is what I did not understand. Why does the katana have two special attacks when most other weapons have none? lol
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Post by giwagiwa on Jun 29, 2018 19:34:20 GMT -6
Honestly, it reminds me of Dark Souls when visiting that area. All atmosphere and no music.
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Post by giwagiwa on Jun 29, 2018 19:16:19 GMT -6
Nice find!
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