![]() ![]() I do wish for it to be a feature very soon (along with texture filter options cause I still cannot make 256x256 textures look great either, very ugly and blurry). Majority of Roblox users have outdated phones or potato PCs, most players are likely kids as well so they might not be prioritizing it right now. But I can see why Roblox might not have yet. We should totally have 4K textures, I agree. A 2K texture alone can already hold 4x 1K textures which already is about 300% more memory usage. Keep in mind that in a single 4K texture you can put 16 1K textures and uses roughly 1500% more memory uncompressed. The only downside to this is that decompression might be slow on old devices but it would save a lot of internet bandwidth and server storage. webp format which has very high compression efficiency (even at resolutions as high as 4K) and minimal artifacts (looks 10x better than JPEG). (I can't provide pictures now, but I will have examples when I get home!)Ĭonsidering that a lot of a (3D) game's screen - beyond the foreground - will show relatively low frequency information that could be rendering at fragment level accuracy(sub pixel) with a procedural shader (and noise shader) all the way to the frustum back plane and independent of screen resolution- something texturing and filtering could never match - I would say it is definitely not textures.Įven the most complex surface material in the foreground like wood grain or marble - performance allowing - can be far better rendered with procedural shaders instead of finite textures being used - textures, which themselves were produced by capturing those procedural shader results at a finite resolution, of say 8192x8192 which results in lower quality than real-time fragment generated results.ĭespite Astro's playroom on PS5 being less than cutting edge visual fx, the heavy use of shader generated materials in real-time create some well lit materials that look completely flawless and free of texture filtering noise artefacts at all viewing angles IMO.Roblox can store and send over textures in the. I can't be bothered to extend the metaphor to cover this, because I'm lazy. Super Mario 64 still looks great, for example. You can have a game with basic textures that holds up because of the art style if you're not going for realism, which is why certain classics still hold up. You need it, because without it you've failed.īut it also depends on what the aim is for a given game's visuals. In this metaphor the soup is realism and the bowl is lighting. But if you're having soup, the rules change. Of course the food is the most important. So in a sense, there's no room for discussion because it's like asking what's more important between food, the plate it's on, and the cutlery. Textures, even moreso than models, are the baseline of everything visual in games. 3D DS games were rarely praised for their visuals in the same way that console games were.Īnd to an extent, you're right. (I can't provide pictures now, but I will have examples when I get home!) <- this aged very poorlyĬlick to expand.That's probably also because one's a GameCube game and the others are DS games. But now thanks to direct storage, rtx io, the ps5 io, we can have more realistic textures and I seriously want to see ps5/Xbox devs capitalize on that because I'm tired of seeing these beautiful visuals suddenly interrupted by a blurry looking floor texture. Up until this point, game textures looked blurry and stood out like a sore thumb. This I think should be the focus of the next gen, visually. ![]() There were still some errors in some areas but overall the game felt more. When I applied an unofficial AI texture overhaul though, everything immediately looked far more convincing and I was able to suspend my disbelief more. A similar thing occurred with Gran Turismo 4, the game looked realistic, but very dated thanks to the old ass textures. It takes away a lot of my immersion when I notice that the walls and floor look like they were smeared all over. I noticed this when I was playing Final Fantasy 7 Remake the other day, (which frankly feels like a massive downgrade from the original in most areas) the games modeling, lighting and animations were on point but even high textures looked really blurry and pixellated. While I can appreciate a good looking environment, a great artstyle and amazing models, Great lighting, modeling and VFX don't mean shit if the textures look omega blurry.
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