Plea To Normalize Mech Textures. (Victory Achieved)
#101
Posted 06 April 2015 - 02:44 PM
#103
#104
Posted 08 April 2015 - 12:26 PM
#105
Posted 08 April 2015 - 01:20 PM
It's greatly disappointing.
#106
Posted 08 April 2015 - 02:14 PM
TheStrider, on 07 April 2015 - 12:48 PM, said:
I have *2* editions of Battlefield on my hard drive, taking up nearly 120GB of space. A 4GB game footprint is *nothing*.
I have tons of space taken by a few games, most people have plenty of space, that's not the actual issue. It's the bandwidth required to GET the install set, the more that's in that, like 2k or 4k texture packs, the larger that is. Some people have a bandwidth cap, I have a 250g cap on my connection at home, so I'm not really worried about ever going over it, but others have a much MUCH smaller cap and a single install set can put them at cap, leaving them nothing to use for the rest of the month unless they want to pay their provider a stupidly high amount usually.
That's why we need a texture package, separate from the install set, so those of us who can afford the bandwidth and have systems that can handle the big textures can d/l them and the folks who don't, don't.
#107
Posted 08 April 2015 - 04:19 PM
Kristov Kerensky, on 08 April 2015 - 02:14 PM, said:
I don't think that's easy to manage.
When new camos are added because of new mechs, it increases the amount of data to be stored. Let's ignore the fact that it requires space and bandwidth... of which people may or may not have.
The bigger issue is maintaining such a pack.
If you recall many moons ago, the objects.pak got super huge... to the point where all the camos had to be separated in individual packs to reduce said load.
Having super large 4K packs would be rather onerous to maintain (not impossible, but just simply a PITA)... i wouldn't mind the standard being upped to 2K (but seeing the lowres Kurita camos is sad), but patch day then becomes a longer session and it would require significant diligence to get going properly.
Back when many of us were still playing MW4, some 3rd party (not named Mektek IIRC) that worked on provided hi-def textures to the game. It was certainly an improvement (I'm fuzzy on the details as to if that continued or how long it did), and while by today's standards, it's not that much, you'd have to worry about delivering all new hires packs on patch day and they would honestly be the first things to be cut down or delayed on patch day because of quality assurance issues.
I'm all for texture packs, but issues and concessions will have to be had at some point.
#108
Posted 08 April 2015 - 07:15 PM
Deathlike, on 08 April 2015 - 04:19 PM, said:
I don't think that's easy to manage.
When new camos are added because of new mechs, it increases the amount of data to be stored. Let's ignore the fact that it requires space and bandwidth... of which people may or may not have.
The bigger issue is maintaining such a pack.
If you recall many moons ago, the objects.pak got super huge... to the point where all the camos had to be separated in individual packs to reduce said load.
Having super large 4K packs would be rather onerous to maintain (not impossible, but just simply a PITA)... i wouldn't mind the standard being upped to 2K (but seeing the lowres Kurita camos is sad), but patch day then becomes a longer session and it would require significant diligence to get going properly.
Back when many of us were still playing MW4, some 3rd party (not named Mektek IIRC) that worked on provided hi-def textures to the game. It was certainly an improvement (I'm fuzzy on the details as to if that continued or how long it did), and while by today's standards, it's not that much, you'd have to worry about delivering all new hires packs on patch day and they would honestly be the first things to be cut down or delayed on patch day because of quality assurance issues.
I'm all for texture packs, but issues and concessions will have to be had at some point.
Not really an issue at all, skins and camos don't need to be altered each patch, only when new Mechs, geometry changes or new camos are actually added. Patch can include the standard 1k, higher can go in a seperate pack for those who want them and come out a few days later if there's a reason to delay them, it's an optional thing after all, not everyone will be getting them or using them.
It's been done before, it's not that complicated.
#109
Posted 10 April 2015 - 07:15 AM
#110
Posted 10 April 2015 - 10:22 AM
Haakon Magnusson, on 06 April 2015 - 02:37 AM, said:
MWO most definitely isn't anywhere near where graphics should be on a modern game and the direction of development should be improving the looks. As it was aptly put, the biggest whales have the most expensive rigs.
Then again I play the game with my nostalgia glasses on, so 8bit graphics are alright.
You did read the post above where they explained the "why" of it right?
Quote
Quite reasonable really. We just need a 4K Pack made available for seperate download, then those who can't handle the High Res Graphics are not affected by BLOATED download game package sizes.
Edited by Almond Brown, 10 April 2015 - 10:23 AM.
#111
Posted 10 April 2015 - 10:26 AM
TheStrider, on 07 April 2015 - 12:48 PM, said:
I have *2* editions of Battlefield on my hard drive, taking up nearly 120GB of space. A 4GB game footprint is *nothing*.
Did either of those start life on a DISK? MWO don't have no stinking Disks... 4GB over a stnd inet connection, not Fiber, can be a load indeed.
#112
Posted 10 April 2015 - 10:31 AM
Deathlike, on 08 April 2015 - 04:19 PM, said:
I don't think that's easy to manage.
When new camos are added because of new mechs, it increases the amount of data to be stored. Let's ignore the fact that it requires space and bandwidth... of which people may or may not have.
The bigger issue is maintaining such a pack.
If you recall many moons ago, the objects.pak got super huge... to the point where all the camos had to be separated in individual packs to reduce said load.
Having super large 4K packs would be rather onerous to maintain (not impossible, but just simply a PITA)... i wouldn't mind the standard being upped to 2K (but seeing the lowres Kurita camos is sad), but patch day then becomes a longer session and it would require significant diligence to get going properly.
Back when many of us were still playing MW4, some 3rd party (not named Mektek IIRC) that worked on provided hi-def textures to the game. It was certainly an improvement (I'm fuzzy on the details as to if that continued or how long it did), and while by today's standards, it's not that much, you'd have to worry about delivering all new hires packs on patch day and they would honestly be the first things to be cut down or delayed on patch day because of quality assurance issues.
I'm all for texture packs, but issues and concessions will have to be had at some point.
Once a Pack is created adding new skins, (just like adding more files to an existing .zip file) would be easy. Those who want new skins/updates, would just have to eat the whole pack download again. Updates don't need to be weekly, just when new Mechs (Packs) come out.
#113
Posted 10 April 2015 - 11:16 AM
In the day and age we live in, I don't think bandwidth should really be a limiting factor. Just looking at games I have installed now, most are more than double what MWO sits at now.
Maybe thats just an opinion formed from where I live, but I have possibly the worst internet connection with the least bandwidth of anyone I know, and it would still be plenty.
PS - Viva le high res pack!
Edited by TheStrider, 10 April 2015 - 11:17 AM.
#114
Posted 10 April 2015 - 11:47 AM
Alexander Garden, on 24 March 2015 - 10:00 AM, said:
Lordred nudged me about this a couple days ago, and I did some asking around today to see where we might stand on this.
Texture normalization and a 4K pack release are not something that the art department has in production at the moment. Unfortunately, the resources and time available right now aren't going to provide us with the opportunity to work on this in the near future.
I'd go for hires pack.. frankly some skins are not up to snuff and make me sad
#115
Posted 10 April 2015 - 11:52 AM
Almond Brown, on 10 April 2015 - 10:22 AM, said:
You did read the post above where they explained the "why" of it right?
Referring to 4gb install footprint or not enough time?
I guess former, but on this century it is mostly a non-issue
As to time, they have time to backpedal?
#116
Posted 10 April 2015 - 12:01 PM
#117
Posted 10 April 2015 - 01:27 PM
Vandul, on 10 April 2015 - 12:01 PM, said:
Who gives a surat's ass what the 1% of the playerbase won't touch, the REST of us will use them and love them.
And if they are playing meta, that would mean they think they are top comp worthy, which means they SHOULD be running this game on a rig capable of using those 4k textures with ALL the eye candy cranked to ultraeyebleedingmax and still not get below 100fps, like Lordred does(I am SO jealous of your new card man).
#118
Posted 10 April 2015 - 04:09 PM
Kristov Kerensky, on 10 April 2015 - 01:27 PM, said:
Who gives a surat's ass what the 1% of the playerbase won't touch, the REST of us will use them and love them.
And if they are playing meta, that would mean they think they are top comp worthy, which means they SHOULD be running this game on a rig capable of using those 4k textures with ALL the eye candy cranked to ultraeyebleedingmax and still not get below 100fps, like Lordred does(I am SO jealous of your new card man).
Veryhigh + or get out!
(I Purchased the Titan because of Star Citizen )
#119
Posted 10 April 2015 - 09:25 PM
The M103 in World of Tanks.
I would kill for MWO to look this good.
Each link on the track is modeled, moved independently and syncs with the drive pully, idler, road and return wheels, each part of the suspension moves independently, the main cannon 'pushes' the whole tank when it fires and recoils into the turret. It really is a good attention to detail.
All this was added because the playerbase wanted it to look better, and they have been re-doing (but at a slow pace) all of the older tanks to bring them up to standard. As opposed to bringing the standard of quality down on newer additions.
It is seperated into two clients, a normal client, and a 'Improved HD' client.
Despite the low end client and HD client using different models, everything syncs up in the end.
Edited by Lordred, 10 April 2015 - 11:18 PM.
#120
Posted 12 April 2015 - 07:09 PM
Quote
couldn't this be made an add on option or such if they're concerned about that the most?
Star Citizen is like 20GB or more
2 user(s) are reading this topic
0 members, 2 guests, 0 anonymous users