Bueno como ya avise en el post de Preview de GU 4 ya se comento en anteriores posts por el propio Silus k se iba a mejorar la customizacion de personajes.
Todo esto implicaba cambios pero también implica mejoras, mejor optimizacion, cascos y nuevos looks. Ahora mismo en el Test esta todo algo incompleto pero para k no haya gente k se ponga las manos a la cabeza antes de tiempo Silius ya ha posteado lo siguiente:
http://forums.station.sony.com/vg/posts/list.m?topic_id=28110#328438
With what seems to be a lot of conflict lately regarding character customizations, helmets and improvements to all character models, we wanted to apprise you of our status with the changes we have in store.
Essentially, we are iterating toward new characters, characters that are more visually pleasing and that considerably increase performance more than our current characters.
Unfortunately the characters in Vanguard are the most expensive performance hit in our game. This is due to the sheer number of polygons, the very large number of bones, and the large number of weight influences per vertex. These factors result in an enormous number of matrix operations having to be performed each frame in order to skin the character.
For the first step of our character change progression path, we wanted to increase performance by eliminating the enormous number of bones and weight influences on the head, as well as some bones in the hands. In our testing with many character on the screen while skinning every frame, there were substantial performance increases.
The other reason why we eliminated the bones in the head was to make the process of getting helmets into the game much faster. The helmets and their supporting meshes would have to have had the same bone structure as the character heads, and would have had to have all the vertices weighted properly so that head customization would affect the helmet and supporting helmet meshes accordingly so that interpenetration and other defects would not result. The time to properly bone and weight all the helmet assets would have been a very large undertaking.
It was important for us to evaluate our helmet approach, and it was important to us to improve performance in the game, especially in Raid, Group and Town situations where there are a large number of characters in a scene.
In looking at the variety that could be generated with our current character face customization, we saw minor differences between what could be achieved versus the default, and virtually no differences at range. Since we are already iterating to new models after this update, we made the decision as a team to remove facial customization to increase performance and also to allow us to get helmets into the game at the same time.
Your characters will change as we move into phase two, and customization options and methods will also change. Your character will not look like it has looked in the past because the geometry and other factors will change. Customization will change. So whether we push the character customization, skeleton, and helm changes to Live or not, your characters are going to change anyway in the near future.
Of course we are proceeding along this path to make the characters more visually appealing, heroic, attractive, and at the same time, we are increasing performance so that overall frame rate is higher.
The technology for "baking" the character customization into the reference pose of the base meshes and the helmet and other head attachment meshes is not trivial to write nor trivial to test. So were we to go and implement that technology it would be a temporary and stop-gap solution as we will be changing the models and customization methods in the next phase anyhow. Skinning those vertices and copying the vertices into the reference pose is one thing, but then reweighting the vertices such that they now are only affected by one primary joint is another thing altogether, and this would require serious code time, code time that could otherwise be directed to improving performance, fixing bugs, and moving forward to the next phase of character improvement. Furthermore, in order to "bake" customization changes into the base poses of the meshes would require also that we fully bone and weight our helmet assets so that they may also adjust for customization changes which change the size and shape of various parts of the head mesh, such as the nose, jaw, width, height, and so forth, and that is a very long process to bone and weight all of those assets. And again, this would all be a stop-gap temporary measure and would detract us from moving forward into the next phase of improving our character models.
Obviously the post about "minor changes" or whatnot in facial customization was a case of internal miscommunication that led you to believe we were trying to pull the wool over you eyes. It was not some malicious attempt by us to "fool" players into accepting something, because obviously that is impossible to do...when you try and customize your face and bone customization controls are not there, it is fairly apparent. No one is getting fooled, and we posted that because we weren't on the same page as to the extent of what we had changed. That happens. Sometimes coders, artists and management don't speak the same language, and the wires get crossed.
Obviously this team has worked enormously hard to improve the product since the acquisition by Sony in May. We feel that we have made enormous strides. Our next big target for improving the game is to improve the look of your Avatars, and to that end we are working hard. We understand that this interim step angered people, but we also want the players to understand that your Avatars are going to change no matter what as we continue to iterate toward better looking and better performing characters.
Vanguard Team
O sea k basicamente nos esperan nuevas opciones de custom y mejoras en los looks de personajes con nuevas opciones.
Un último apunte un poco offtopic, preguntan en la linea de posts sobre los cambios de faccion para hacerla algo más "importante" y se deja entrever al menos por parte de Phathom k kizas se preparan "city raids".