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Check Out the Info and Relevant Screencaps from the Eighth Final Fantasy XIV Letter From the Producer Live (UPDATED)

by on August 8, 2013 11:16 AM 13

Today the Eighth episode of Final Fantasy XIV: A Realm Reborn‘s Letter from the Producer Live was broadcasted, starring Producer and Director Naoki Yoshida and Community Manager Toshio Murouchi.

After an absolutely hilarious pre-show in which Yoshida-san was asked about his noodles tastes and his habit of roleplaying female characters, we got into the meat of things, and there was definitely a whole lot to be discussed.

Below you can find the official translation of all questions and answers (provided by the Square Enix community team), and my personal notes in italics, since the official translations omit some stuff that is sometimes relevant. At the bottom of the post you can also enjoy the relevant screencaps from the stream.

They started by showing fishing, explaining that there will be many different baits and unknown fishing spots to discover. They also shown the very extensive fishing log. Looks like there are a lot of different fish to find. There are fish that can only be caught at at night or with a certain weather, while high level fishing includes fishing in the desert and fishing for flying fish. There will be methods to discover those that use bots and macros for fishing. 

After that they immediately moved on to the most awaited question…

Q1: When is Open Beta and Early Access?

A1: Beta Test phase 4 will run from August 17-19. Those who participated in the Beta Test phase 3 will be able to participate from August 16th. Early access will run from August 24th until the 26th with official service begins on August 27th, but the servers won’t go down after Early Access, so you’ll be able to play non-stop from August 24th.

This is quite a bit later than many expected, but turns out the rumor I broke a few days ago was actually correct. They also added that there will be a level cap of 20 during the open beta.

Q2: What type of restrictions (including the level cap) will be implemented in phase 4?

A2: First, the level cap for phase 4 will be set to level 20. Therefore, game content will also be restricted to that which can be done within level 20. Please note that the content itself is exactly the same as the retail version of ARR.

Q3: The characters we create in Beta Test phase 4 will carry over to the official release, but will the items, quests, and other data besides our appearance also be carried over?

A3: Yes, everything will be carried over.

Q4: Will a screenshot feature be added to the PlayStation 3 version in Beta Test phase 4?

A4: Yes, we will be implementing this.

At long last…

Q5: Will the arcanist class be available in phase 4?

A5: Yes, it will be available in phase 4!

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Q6: Is there anything you would like for us to test specifically in phase 4?

A6: There are two things we would like you to test in phase 4.

First, we are planning to do a stress test on the housing area (mainly to see how the graphics will stress the system). A housing area will be released in the La Noscea area during the stress test so please come check it out!

Second, the PvP system. While the content was referred to as the “Coliseum” up until now, we have changed it and it is now known as the “Wolves’ Den.” We would like the players to test the basics of the PvP system (i.e. attack ranges, etc.). Therefore, the PvP-specific actions will not be available during the PvP test.

Therefore, you will only be able to use your basic attacks at this time.
However, you must be level 30 to enter the “Wolves’ Den.” Since the level cap of phase 4 is set to 20, we will need the assistance from our Legacy players to test the system out.

Q7: Will the arcanist’s attribute points be shared between summoner and scholar?

A7: No, they will not be shared.

Q8: Are there any plans to implement additional Egi?

A8: If we were going to implement additional Egi, it would be when we raise the level cap.

Q9: Can you show us some in-game footage of the arcanist, summoner, and scholar?

A9: [In-game footage was shown]

While showing the new classes and jobs Yoshida explained that despite what many thought, Arcanist will be a DPS class, but since it’s also a pet class using Carbuncle will be necessary to deal a lot of damage. There is also a skill to heal your pet using your own HP called Carbuncle Emerald.

Summoner is a DPS as well, and will use Garuda Egi and Ifrit Egi for damage (Ifrit for close range, Garuda at long range), while Titan Egi is a tank pet. Like Arcanist, Summoner uses a lot of DOT (Damage Over Time)  attacks to deal damage.

Scholar is different from white mage as it both heals and buffs at the same time. For instance you can heal and apply a shield similar to Stone Skin that absorbs damage at the same time. 

Eight player content will be better balanced having one white mage and one scholar instead of two white mages.

Q10: Just like how arcanist has summoner and scholar with differing roles, I’m sure in the future there will be other classes that have different branching roles. What kind of jobs are you planning to add to classes?

A10: Of course we have plans. It’s probably a bit early to talk about this, but we are of course thinking about plans for how to continue development with the expansion we are referring to as 3.0 and other patches.

Q11: Will there be any additional payment methods other than credit card and Square Enix Crysta?

A11: Yes, we are planning to introduce “game time cards” which can be purchased at your nearest electronic store or convenience store. Players will be able to purchase game time for 30 days, 60 days, and also be able to choose from a variety of designs. These designs will be available in other countries as well so please stay tuned! (Please note that these details may vary from region to region.)

Q12: Are you planning to have a world transfer service?

A12: As this is a game with world barriers, we will be preparing this service so you can move to the same world as old friends as well as new people you meet and become friends with through the Duty Finder. We plan on starting this fee-based service that will allow you to transfer to the world of your choice around 2-3 weeks after launch. Once we have finalized the details we will be sure to let you know.

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Q13: When will the smart phone application be released?

A13: We are currently planning to release the application a week after launch. Please note that the application can be used free of charge.

The application will initially be released for iOS and is named “Libra Eorzea.” Players will be able to view their character information, stats of items, quests, instanced dungeons, etc.

Also, the application will be linked with the database that will be placed on the Lodestone.

Q14: In the Player Feedback Status List you mentioned “it’s thought that players would wait until the last minute to repair gear. Doing this would cause a lot of stress worrying about gear damage while playing content when your gear is nearly broken, so we’ve made it so that regardless of when you repair your gear the cost does not change.” However, this is a strange reason to do this. Please go into more details about the thought process behind this. 

A14: As you’ve said, it shouldn’t be a flat rate. Sorry about that. We missed this edit. In Beta Test phase 4, the repair cost will change depending on the amount of durability remaining instead of a flat rate. By the way, when retrying primal battles and such, gear durability will be reduced quite a bit, so we will be easing up on the penalties when the entire party wipes.

Q15: Will we ever be able to transfer item/gil between characters on the same account and World?

A15: We currently have no plans to implement this feature do to various reason such as preventing RMT from abusing the feature.

Q16: What features will we be able to change in the barber shop?

A16: You will be able to change your character’s hairstyle, hair color, eye color, face paint, color of the face paint, and beard.

We currently plan to release the barber shop feature in patch 2.1 (initial patch), so please don’t stress too much when creating your character!

Q17: When will be able to obtain the new “heat resistant” gear?

A17: The new “heat resistant” gear will be available during one of the seasonal events called the “Moonfire Faire.” The seasonal event should be introduced around a week after launch. Please note that the heat resistant gear will be swimsuits!

Artwork for other seasonal events like the Starlight Celebration (Christmas) and Valentine Day was also showcased. If you check the partly hidden artwork below, you can see the new year’s Kabuto (samurai helmets). Every year in the original Final Fantasy XIV the new year celebration included Kabuto with a crest reproducing the Chinese year’s animal. 2014 will be the year of the horse, and you can clearly see that the crest is indeed a horse’s head, even if Yoshida-san tried (not very successfully) to hide it. 

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At this point the lovely Rie Tanaka, voice of Garuda and Kan E Senna in the game, made her entrance accompanied by two moogle plushies. After a bit of banter and asking Yoshida-san why he wasn’t dressed as a miqo’te like in the Nico Nico event where she previously appeared, she took over asking the questions. She had a hairstyle resembling miqo’te ears and moogles painted on her nails. 

Q18: Will the primal battles be the same as what they were in 1.0?

A18: There are slight changes (some of the elements are moved around, introduced a variety of visual notifications, etc.) made to the primal battles. Even the 1.0 players will be surprised of the changes. Please stay tuned!

Q19: Please tell us what kind of bosses and mechanics are waiting for us in the Great Labyrinth of Bahamut and the Crystal Tower. Will primal equipment be necessary? 

A19: As there are most likely newcomers watching, let me explain simply to start off. The Great Labyrinth of Bahamut will be the hardest content at the start of ARR for a while. It will contain a lot of things such as what happened after the Seventh Umbral event. While I can’t really say too much about the mechanics, there will bosses that can only be defeated by performing certain actions and that have different phases. Without having a party that can deal the proper amount of damage, you won’t be able to move past certain phases. Additionally, there will be shared damage type of attacks that you will need to have 4 people get hit by, as well as have a certain character act as a channeler for the damage. There will be a lot of different elements present.

The Crystal Tower is content that can be undertaken by a 24 person party. I don’t think that difficulty is really that hard, and we’ve adjusted it so it’s something that can be enjoyed by everyone.

Yoshida-san explained that while playing the Bahamut Labyrinth we’ll learn what actually happened between the two games, when Louisoix teleported everyone through space and time for five years. It’ll be a very difficult dungeon for a eight player group, but then they’ll have to split in two groups of four players acting independently. 

The Crystal tower will be available for version 2.1 in 3-4 months.

Q20: Will we ever be able to send tells from within an instanced area?

A20: While the feature can be implemented, it’s currently masked. It’s currently masked because we would like to prevent players from harassing each other just because they know they would never party together in the future. We will continue to monitor the situation carefully as we move forward.

Q21: Will we be able to fight the primal “Good King Moggle Mog XII” in ARR?

A21: “Good King Moggle Mog XII” will be introduced in patch 2.1. Oh, on a side note, we plan to implement “extreme” versions of all the primals!

Q22: We’ve already seen chocobos and magitek armor mounts, but will you be adding even more? 

A22: [Video introduces the unicorn mount.]

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The new unicorn mount was shown, and Rie Tanaka demolished my eardrums when she saw it and screamed like a fangirl. Note to self: don’t use a headset when she’s around…

The mount will be part of the rewards for the conjurer class questline, but you’ll be able to use it with other classes. There will be other mounts achieved in different ways. 

Q23: You previously mentioned that you might restrict the number of times we are able to roll a NEED on loot. Have you decided if any restrictions will be in place?

A23: After discussing the matter internally, we have decided not to implement any restrictions on the looting system.

Q24: The starting stats are different for each race, but will these variations only be marginal when reaching level 50 or will differences arise?

A24: It will be marginal.

Q25: When will the job-specific armor for the companions be implemented?

A25: They will be available at launch.

Q26: If you make it possible to transfer items between characters on the same account, and you can transfer relics or other Unique/Untradable items, would it be possible to equip them on the character you transfer the items to?

A26: No, if it’s for the above stated items, you wouldn’t be able to equip them unless they were acquired on that character.

Q27: Can you show us any images of the furniture that we can place within our houses?

A27: [Artwork shown]

Q28: I’ve heard that there is going to be a darklight armor for white mages. Is this true?

A28: Yes, it is true!

Q29: What’s the status of the marriage system?

A29: We’d like to implement this as soon as possible in a way you can invite a lot of people.

Q30: Is there any new information on the “rare weapon appearance” system?

A30: After discussing the matter internally, we came to a conclusion that we are not ready to implement the system because of the various unique-looking weapons we have in the game. The basic idea behind the system is that players will be able to change the appearance of their weapon to something unique. It’s strictly a visual thing and it won’t have any impact on the stats.

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Q31: In addition to primal battles, will you also be implementing hard-mode for instanced dungeons? 

A31: Yes, we will.

Q32: There are a number of primal battles in ARR, but will there be a Morbol’s Wrath kind of primal battle?

A32: Well, we’ve implemented a high level morbol FATE, so please try and find it!

Q33: Show us the Ul’dah and Gridania housing areas!

A33: We should be able to show you next Letter from the Producer LIVE.

Q34: Are there any surprise announcements you are hiding and planning to mention right before launch?

A34: I’m pretty sure we said quite a lot today…

Q35: Will the Free Company housing be in the area of the Grand Company we belong to?

A35: There are no real restrictions on this, so you can build your house in the location of your choice.

Q36: What’s the status of the treasure map idea?

A36: Being able to play this content is not very far away. We are planning on fleshing out the system for a beastmen tribe related to treasure maps.

Q37: Will housing areas be implemented in Coerthas and Ishgard in the future?

A37: After implementing the housing area in the initial three regions, we will add housing areas to other regions if we receive enough requests!

Yoshida actually asked if the players are willing to have a house where a Behemoth can come and attack them.

Q38: Will you be able to have your minions run loose in your house or set them up as furniture?

A38: I think it would be possible, so I will let the lead know.

Q39: When we change our grand company, we are unable to equip any of our previous grand company gear. Could you let us convert our previous gear into seals?

A39: We would like our players to choose their grand company based on their play styles. This also means that we assume players may go back to their original grand company at some point. Therefore, we currently have no plans to implement a trade-in feature.

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Q40: When randomly choosing content through the Duty Finder you said that the rewards will become significantly better, but exactly what kind of rewards get better?

A40: The percentage of tokens you can obtain will increase. We’ve decided to implement this once we add a bit more level 50 dungeons.

Q41: I heard that you can reallocate your attribute points, but will this be something you can do easily multiple times?

A41: It won’t be something you can do so easily. For example, it’s not like you will be able to allocate them so today you can challenge the Great Labyrinth of Bahamut as scholar, and tomorrow allocate them so you can go as summoner.

Q42: Could you show us some in-game footage of PvP?

A42: [In-game footage of the PvP area shown]

Q43: Could you provide us more information on when we will be able to develop add-ons and when official add-ons will be released?

A43: We just started working on an environment that players can use to create add-ons. Therefore, we should be able to provide an update around 8 months after launch.

Q44: When coming back for ARR, I heard there would be a Welcome Back Campaign, but could you tell us the time period and other details for this?

A44: Those of you who played FFXIV 1.0 will be able to play ARR free until September 9, 2013.

Q45: Are there any plans to implement an item that can be used to change the appearance of our characters?

A45: Before I answer that question, let me tell you about a discussion that happened during one of the shareholder meetings. One of the shareholders asked me “Are there any rewards for playing the game for a long period?”

The following was my answer to their question:
The feature you are referring to is called the veteran reward system. Players will receive rewards based on the accumulated subscription period. While there are many subscription plans in ARR, players will receive rewards for every 30 days of subscription.

Reward for subscribing 30 days:
- Wind-up Cursor (minion)
- Phial of Fantasia (Used to change the appearance of your character)

Reward for subscribing 60 days:
- Cascadier Uniform Voucher (Grants black “heat resistant gear”)
- A Black Chocobo Chick (minion)

Rewards for subscribing 90 days:
- Beady Eye (Ahriman minion)
- Voidsent Resonator (Ahriman mount)

Furthermore, the unique feature about the system is that players will receive the reward immediately upon subscribing for more than 30 days. For example, if a player subscribes for 90 days, they will immediately receive the reward for subscribing 30 days, 60 days, and 90 days.

Please note that we will continue to implement additional rewards (120 days, 180 days, etc.) via future patches.

After this there was a lot of talk about events that Yoshida-san will attend, namely Gamescom, a launch event in Tokyo and PAX Prime, and that pretty much wrapped the Letter from the Producer Live up.

Below you can see quite a lot of relevant screencaps from the stream, including all the artwork that was shown. Unfortunately towards the end my Fraps stopped working for some reason, so I missed a few. I integrated mine with some by Rogue Muse from the official Lodestone Forums (thanks a lot Rogue!). Resolution is a little different, but they’re much better than nothing.

Update: a full recording of the Letter from the Producer Live was finally posted. You can check it out just below, courtesy of Seirra L’anzce. The actual livestream starts around the 11.20 mark.

Join the Discussion

  • foureyes oni

    great stuff can’t wait to have even less of a life when this game comes out.

  • Finn Miller

    good job on gathering the information and screenshots, ffxiv_finn on twitter.

  • Carlo

    Noooo I was looking for some housing screen caps that they showed -.- Wanted to entice my friend on working on ours eventually… When we can afford a loan… When the bank stops chasing us… Fine after we serve our time for it :3 But nice catch the one from the lodestone forums didn’t have any of the SS here. This is why I go to dualshockers. Shiny baubles and great writing (sips on juice)

  • Quincy

    Goodjob dualshockers even though I still have to manually keep picking my name and typing my email w/c is getting on my nerves whenever I wanted to post (disqus account still won’t work even i’m signed in, grrrr), I appreciate your support to the game I’m eagerly awaiting and I’m sure I’m not the only one. Keep it up!

    • Giuseppe Nelva

      Unfortunately I really don’t know what could be the problem with Disqus…did you try connecting with something like facebook or twitter?

      That’s how I do it. Unfortunately it’s a third party service, so we don’t have control on their account system >_>

      • Quincy

        Personally, I don’t want to use my facebook and google+ and I don’t have twitter. I e-mailed disqus directly but they haven’t replied yet and not sure if they ever will. Anyways thanks again for the awesome translation. I think you may want to look at Q7 though, Yoshi P corrected himself after the break that they don’t share in stats ;)

  • Nicholas Perry

    Wish someone would ask (And actually have it payed attention to and answered) about Anti Aliasing. Proper Anti Aliasing like SSAA,MSAA and SMAA 4x and not just FXAA (Which is crap for this game and doesn’t actually do anything for aliasing other than blur the image. This is a fact, FXAA is an intelligent blur shader. Which is why it’s so haphazardly and quickly implemented into many games as a throwaway effort instead of a real one)

    FXAA harms the quality of the game’s assets(By itself without being combined with another AA method as below) and doesn’t actively do anything for aliasing; Again, other than blurring;
    It doesn’t do anything for temporal aliasing either, such as pixel crawl or shimmering, or specular aliasing, of which there is a very large amount of all in this game

    The only way of getting AA is by using custom made driver AA compatibility bits for Nvidia cards(which you need Nvidia inspector for) And only SGSSAA works, and it’s not perfect. It also comes with a HUGE performance cost

    http://www.neogaf.com/forum/showpost.php?p=33974105&postcount=83

    0x004010A1 – 8xSGSSAA https://i.minus.com/iyMBSOrezS802.png
    https://i.minus.com/i9ZoUBBnTJNUg.png
    https://i.minus.com/ibapK007xQHTUi.png
    https://i.minus.com/iYrTbjrwXG0Ja.png
    https://i.minus.com/inq6pF8bCAbX2.png
    https://i.minus.com/ibb3l2NTQ9bsb0.png
    https://i.minus.com/ip5xSDOLLT1p5.png

    It does a pretty good job of delivering near perfect image quality that translates their artistic vision into the most coherent form possible. But the performance cost is gigantic (this is on a GTX 570).

    You can also use Driver OGSSAA/Downsampling combined with the in game FXAA(So you’d run the game at say 3200×1800 and FXAA would be applied at that resolution and then this is downsampled to your display resolution. Like 1600×900, which is 2×2 SSAA)

    But it makes the UI size extremely small and unintelligible

    2×2 Downsampling+FXAA
    https://i.minus.com/iK3vkvcUqmTjv.png
    https://i.minus.com/is72jnN7jEiLA.png
    https://i.minus.com/imhjgYYeTzOB.png
    https://i.minus.com/ig0JTIs9myks1.png
    https://i.minus.com/i4TmyBLHxzeqB.png
    https://i.minus.com/iAFQnmlNKQrTG.png
    https://i.minus.com/iT5lcxSxQ7L12.png
    https://i.minus.com/ibhSJWiQF6qgJE.png
    https://i.minus.com/iPG3iIYXvQin3.png
    https://i.minus.com/iHGSUURshpSme.png
    https://i.minus.com/ibcswjcZk3ikdR.png

    Now if they actually gave a turd and a half, they could implement REAL Anti Aliasing into the game (Which it desperately needs. 1.0 had MSAA, but that was a forward rendered game while 2.0 uses deferred rendering. That doesn’t mean they can’t implement MSAA though;which is needed for SMAA4x; and implement custom AA methods as well like 4A Games with with Metro Last Light. Which is somewhat equivalent to the pictures I posted above with 2×2 SSAA+FXAA.)

    /Queue you are nitpicking, or it’s fine to me comments.

    There are many people out there besides me who care about this
    http://forums.guru3d.com/showthread.php?t=357956
    http://www.forum-3dcenter.org/vbulletin/showthread.php?t=490867

    Where it has been discussed quite a bit recently

    • Giuseppe Nelva

      I believe I already told you that FXAA “did nothing” simply because the option wasn’t active in the previous phases of the beta. Activating it in the game had no effect at all.

      By forcing FXAA from the control panel it worked perfectly, and it did proper aliasing, as all my screenshots demonstrate.

      The new benchmark has it active, and again, it works perfectly.

      • haftarun8

        While the FXAA in the new benchmark did look good (…for FXAA), I have yet to see any implementation of that or any other post process AA that comes anywhere close to REAL AA methods and/or super sampling. I agree with Nick Perry here; this game and many others lately have a SERIOUS lack of AA implementation, leaving us to scramble and force methods via Nvidia Inspector to make the games look half decent. Gone are the days where you could dial in 8xMSAA with 8xTrSSAA in the IN GAME graphics options…

        • Giuseppe Nelva

          Comparing an FPS with a MMORPG that by definition has an unpredictable number of characters on screen (while FPS games are predictable) isn’t a very good idea.

          A MMORPG engine needs to stay light, or you incur into problems that single player games don’t suffer from.

          Ultimately, I’m not afraid to be proven wrong by saying that FFXIV is the best looking MMORPG on the market, including those for the foreseeable future, FXAA included.

          • haftarun8

            This has nothing to do with what genre the game is, it’s about having the options. This is why these methods presented as options are ideal. If your computer can’t handle SMAA 4x (which is still FAR less taxing than forcing SGSSAA or using anything higher than 2x MSAA in deferred engines), then drop down to SMAA 1x…still better than FXAA, but roughly the same performance hit. Even XIV 1.0 originally had multiple SSAA bruteforce options, as it was the only way for foliage to be properly anti-aliased in the Crystal Tools engine. Same or better quality result as resolution downsampling, but without affecting the UI and text.

            Usually AA methods should only be affecting graphics framerate, not the rest of the game, and any impact is client side, not server side. It shouldn’t have impact on anyone else’s experience or the world’s latency or responsiveness other than that individual’s framerate. As it stands, people are forcing SGSSAA and other AA methods in current MMOs anyway without any negative side affects other than personal framerate hit.

            Finally, look at ArcheAge (fully implemented CryEngine3 in a massive scale MMO). It makes any argument about what graphics level, engine, or options should or shouldn’t be in an MMO invalid. The hardware is out there, and these options can easily be turned on or off by the user based on their hardware and framerate desires. If your computer can’t handle max settings with 4xSSAA, then don’t run it that high. No reason to exclude these options to the enthusiasts who CAN use them.

          • Giuseppe Nelva

            1: the genre is very determining on what kind of graphical options the engine can support without trouble. The less a developer can predict the number of models on screen, the less flexibility he can implement with configurations.

            2: have you actually *played* Archeage? I did. while the game still looks good (at least for the environments, characters are very mediocre), the complexity of the models, the polycount and texture resolution doesn’t get even close to that of Final Fantasy XIV: ARR.

            You’re seriously comparing apples to orange visuals-wise.

            Having “cryengine” has nothing to do with how taxing a game is on the hardware. You can make a game in cryengine with a rather low polycount, which is exactly ArcheAge’s case, or Monster Hunter Online’s for instance.

            The engine by itself doesn’t make a game the be all and all of graphics. And mind you, ArcheAge’s engine is quite badly optimized, and it’s performance is a tad sluggish. The more options you include, the less you can optimize the engine.

            On the other hand, FFXIV’s is smooth as silk, with very good performance and optimization across the board.

            Developers don’t include certain options for a reason, surely not because they don’t care to. If “enthusiasts” want those options anyway, that’s what the Nvidia control panel is for.

          • haftarun8

            You have a good point on the fact that an engine alone doesn’t make a game. The reason I pointed to ArcheAge was only because it’s an example of a game made with an engine that does have support for all of these AA methods. It was more a general statement that the developers of that particular engine faced the same AA challenges as anyone else, but instead of ignoring them and going with a slap-on solution, they put in the effort to provide the best array of AA methods possible for a wide variety of hardware users. The game itself may not take full advantage of that, but the means are there if anyone wants to.

            I understand also that some methods may or may not work well with a specific engine due to other factors or even possibly the unpredictability of number of characters you mention (though couldn’t you test for the max allowed and work with that?). I guess this is more about the relatively “simple” methods that are better than FXAA in quality, are constantly used and injected into so many other games by people already, and are preferred in most cases, yet are never seen in the actual games.

            SMAA is a post process AA that can be injected after the fact just like FXAA, yet often yields superior anti-aliasing with far less blurring of textures and UI/text elements. Further, if you can implement FXAA separate from UI so it doesn’t blur the UI and text, you can implement SMAA 1x the same way without much effort, almost regardless of what engine the game is. Neither of them depend on the render pipeline of the engine to do what they do. Why does nearly every game studio ignore this? Sure, SMAA tx2 and 4x are the real preferred option, but 4x may be hard to do in non DX11 games using deferred rendering due to its call on MSAA as a fallback. At least offer SMAA 1x! That alone would quell a lot of the fuss about this game’s lack of AA until the DX11 client is released.

            As for devs including 4x OGSSAA (2×2 supersampling), it’s as simple as rendering the game at 2x the resolution and downscaling to fit your target resolution, then overlaying the UI and text on top. It’s computationally and behaviorally the same as if someone were playing the game with no AA but at 3840×2160 instead of 1920×1080. Sure 90% of people don’t have the hardware to do that with a decent framerate, but for those that do, and for others who just want to take pretty screenshots at that setting regardless of FPS, why not just include the option? Or even 2x OGSSAA (~1.4x~1.4 supersampling) combined with SMAA (or even FXAA) to get a pretty decent result that doesn’t break the framerate bank? That would roughly be the same as downsampling from 2560×1440 to a 1080p monitor, but without shrinking and screwing up your UI.

            All I’m asking for here are options that I know are possible and many that aren’t as engine dependent, yet are mysteriously missing from this game and a lot of others.

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