[SWTOR] Texturas HD

A

General Discussion -> [Official High Resolution Textures Post] Can we get a clarification on this?
Apologies in advance to those patiently waiting here.

I won't have a response for you today, but will tomorrow.

Mañana nos informan de las texturas HD :D

Amazon

Y unas texturas Low Definition para los que no nos va el PvP ni para atrás? xD

ekeix

Texturas HD viene a ser el AA que implementan en el 1.1 con todo High? o algo mejor a todo High con AA?
Porque el juego no es que se vea mal vaya...

1 respuesta
A

Ya estan en low :S
#3 texturas HD, son texturas HD, no polladas de suavizados ni tonterias.. , si te das cuenta en los vídeos de bioware se ven MUCHÍSIMO mejor las texturas de cerca que en el juego de release

1 respuesta
ekeix

#4 bueno pues yo veo el juego bastante bien para ser cartoon sobretodo en las conversaciones pero si nos van a dar algo mejor pues no es para quejarse

1 respuesta
A

#5 en las conversaciones esta HD

Zoko

Esperemos que poco a poco vayan sacando todo lo necesario para hacer de este MMO uno de los grandes (:

1 respuesta
Zergio

#7 Ponte comodo.

2
Aweyking

Que optimizen mejor las low antes de las HD no ? creo que aun las pueden pulir mas.
De todas formas un buen avance si

StumKrav

Quizás se estén refiriendo a esto...

1 1 respuesta
ekeix

#10 Así el juego es el exactamente el mismo pero luce bastante más espectacular

1 respuesta
A

#11 el mismo? yo veo las armaduras de cerca pésimas ahora..

martyswords

El primer Jedi Knight (Dark Forces II) Ese juego si que era escalable en cuanto a graficos, lástima que ahora no lo sean tanto. :(

ekeix

Han dicho algo de las texturas hoy?

1 respuesta
StumKrav

#14 Ve esperando sentado me temo.

#16 Si, si.

1 respuesta
ekeix

#15 #1 dijo que hoy hablaban no es por nada xD

1 respuesta
A

Hi Raggnarok,

As is the case with any PC game of this scale, we will always have players who experience performance issues. It is impossible to have the game run optimally on 100% of machines due to various factors (lower end machines, ISPs, not meeting minimum specs, and more).

The reality is that, based on the amount of forum posts and CS ticket volume in relation to the total player base population, most people aren’t experiencing performance issues. With that being said, we’ve been keeping a very close eye on forum posts from the players experiencing these issues and we are actively working to address these concerns.

We thank you for your concerns, and please be aware that we are indeed constantly working to improve the game for everyone.

Lo poquito que han dicho hoy... sin duda malas noticias..c

S

Pf, no ha dicho nada xD

A

Hey all, I am here to apologize again... the good news is we have a draft of our response (you might be able to guess it's not a sentence or two) but I am circulating it internally to ensure my technical details are correct.

To give you an insight into our process here... as the Community team does with most big replies, I tracked down a variety of people on our client and art teams to get the facts on how the game works before putting the post together. As I'm representing those teams publicly, I want to ensure they're happy with what I'm saying on their behalf before I post it. They're busy people, so I'm just waiting on their sign-off right now.

I appreciate your patience and assuming we have sign-off this evening, you'll get our response tomorrow. If not, I accept the incoming rotten eggs.

edit: Se alarga un día más

StumKrav

Seguid esperando sentados.

1 respuesta
A

#20 yo no espero, solo copio lo que dice el stephenreid

A

Hey everyone, thanks for bearing with us as we investigated the concerns raised here.

After investigation, it seems that the confusion here is a combination of a UI issue that's been resolved and a feature that's working as intended, but the reason why it's 'working as intended' needs explanation.

First, the UI issue. The preferences menu as it is seen on the Public Test Server for version 1.1 of the game is correct - there are only supposed to be two texture choices, 'Low' and 'High'. This replaces the original three-choice preference of Low/Medium/High because in reality, there was never supposed to be a 'Medium' choice - that was a bug.

Here's where we need to explain. As many of you have noted, your character in the game world is rendered using lower resolution textures than inside of cinematic conversation scenes. This was a deliberate decision by the development team. To understand why this was done, I have to briefly talk about MMOs and their engines.

In comparison to single player games and other genres of multiplayer online games, MMOs have much higher variability in the number of characters that can be potentially rendered on-screen at the same time. In MMOs, even though most of the time you'll see a relatively small number of characters on screen, there are certain situations in which many more characters will be seen. Some examples of these situations include popular gathering places in-game (in our case, the two fleets), Operations with large teams, and Warzones. In those scenarios the client (and your PC) has to work hard to show off a lot of characters on-screen.

During development and testing of The Old Republic, our priorities were to ensure the game looked great and performed well. In testing, we discovered that using our 'maximum resolution' textures on in-game characters during normal gameplay could cause severe performance issues, even on powerful PCs. There were a variety of possible options to help improve performance, but one that was explored and ultimately implemented used what is known as a 'texture atlas'.

To understand that I've got to get technical for a minute. When a character in the game is 'seen' by another character - ie, gets close to your field of view - the client has to 'draw' that character for you to see. As the character is 'drawn' for you there are a number of what are known as 'draw calls' where the client pulls information from the repository it has on your hard disk, including textures, and then renders the character. Every draw call that is made is a demand on your PC, so keeping that number of draw calls low per character is important. With our 'maximum resolution' textures a large number of draw calls are made per character, but that wasn't practical for normal gameplay, especially when a large number of characters were in one place; the number of draw calls made on your client would multiply very quickly. The solution was to 'texture atlas' - essentially to put a number of smaller textures together into one larger texture. This reduces the number of draw calls dramatically and allows the client to render characters quicker, which improves performance dramatically.

When it comes to cinematic scenes, however, characters are rendered using the higher number of draw calls and maximum resolution textures. This is because in those scenes, we have control over exactly how many characters are rendered and can ensure that the game performs well. The transition between 'atlas textured' characters (out of cinematics) and 'maximum resolution' textures (in cinematics) is mostly hidden by the transition between those two states (when the screen goes black), but obviously it's clear if you pay close attention.

In summary; yes, we had a small UI bug that unfortunately caused confusion over how the game is intended to work. The textures you're seeing in the course of normal gameplay are optimized for that mode of play. The textures you're seeing during cinematics are also optimized for that mode of play. They are higher resolution, but that's because we're able to control cinematic scenes to ensure good performance in a way we can't during normal gameplay.

We understand the passion and desire for people to see the same textures you see in our cinematic scenes in the main game. Because of the performance issues that would cause for the client, that's not an immediate and easy fix; we need to ensure we're making choices that the majority of our players will be able to benefit from. Having 'atlassed textures' helps performance overall, and that's a very important goal for us.

With that said, we've heard your feedback here loud and clear. The development team is exploring options to improve the fidelity of the game, particularly for those of you with high-spec PCs. It will be a significant piece of development work and it won't be an overnight change, but we're listening and we're committed to reacting to your feedback.

2 respuestas
Zoko

Yo más que Texturas HD espero que arreglen lo primero el tema de las caídas de FPS, y hacer las WZ jugables aunque sea en gráficos menos decentes. Ahora mismo puedo jugar si me pongo poco exigente, questeando y eso divinamente, pero las WZ, en concreto la de las tres torres (las otras dos no van tan mal) se me hace más dificil no quejarme.

m0rG

#22

RPV: No va a haber texturas HD fuera de las cinemáticas en un futuro cercano y salvo el bug de la calidad Medium en preferences todo está "working as intended".

Tarutaru

Que puta tristeza lo de las texturas.
En ocasiones hay algunas que pueden pasar por "normalitas" tirando a dejarse ver,pero hay otras (sobretodo en la parte pantakas y botas) que dan autentica gena.
Y eso de que las texturas tochas están en las cinematicas,no se lo creen ni ellos.
Que haya algunas un pelin mejoradas quizás,pero las HD ni de coña.

tiger_ESP

penoso que a estas alturas el motor no sea capaz de ofrecer esto, muestra de la inmensa mierda de motor que han elegido, creo que la peor decisión de todas las posibles de bioware ha sido no desarrollar un motor propio

1 respuesta
Netzach

#26 No hace falta que lo repitas en todos tus posts.

Han tardado 5 años en crear el juego sin necesidad de crear un motor propio, no quiero imaginar lo que hubieran tardado si desarrollaran uno.

3 1 respuesta
Saido

Tenia la esperanza de que bioware hiciera algo grande, que desarrollaran un motor propio, pero han usado el hero engine en vez de desarrollar uno ellos mismo. La han cagado.

tiger_ESP

#27 creo que es la primera vez que cito que la decisión de no hacer un motor no ha sido adecuada

Manorothh

Decís lo de crear un motor propio con una alegría y ligereza pasmosa.
¿En serio teneis la menor idea de lo que supone eso, y más prepararlo para un mmo?

Y no le quito culpa a Bio, que personalmente para la calidad que está ofreciendo me parece una mierda de rendimiento y optimización, pero si encima de que han escatimado en ingenieros, llegan a tener que hacer un motor... El desastre hubiera sido épico.

1 respuesta

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