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[Official High Resolution Textures Post] Can we get a clarification on this?

STAR WARS: The Old Republic > English > General Discussion
[Official High Resolution Textures Post] Can we get a clarification on this?

MaverickXIV's Avatar


MaverickXIV
01.13.2012 , 11:48 PM | #11
Quote: Originally Posted by CptKloss View Post
WUT? so if not for 5000 posts you'd just stuff us with these crappy graphics and do nothing about?
That's sort of how feedback works.

Kourage's Avatar


Kourage
01.13.2012 , 11:48 PM | #12
lol so now that you got your free month and decided you don't really like the game, you can just complain about the lack of high res textures & get a full refund?


lol


Who said BioWare wasn't innovative? That's a 1st!
Looking for a good woman. Able to clean, cook, sew, catch bait, and clean fish. Must have boat and motor.
((Please send picture of boat and motor))

Basedgawd's Avatar


Basedgawd
01.13.2012 , 11:51 PM | #13
Quote: Originally Posted by Proto View Post
That's what I heard. Debating.
goodddd times.

CptKloss's Avatar


CptKloss
01.13.2012 , 11:51 PM | #14
Quote: Originally Posted by MaverickXIV View Post
That's sort of how feedback works.
you mean we absolutely cant trust BW to do the right thing on their own and we have to keep their feet to the fire and force them to do so?
"Please tell me Kenny is blowing up a man-shaped balloon"

xngxng's Avatar


xngxng
01.13.2012 , 11:53 PM | #15
Quote: Originally Posted by Kourage View Post
lol so now that you got your free month and decided you don't relly like the game, you can just complain about the lack of high res textures & get a full refund?


lol


Who said BioWare was innovative? That's a 1st!
Your free month cost $60 minimum though, just saying...

Barracudastr's Avatar


Barracudastr
01.13.2012 , 11:54 PM | #16
Quote: Originally Posted by StephenReid View Post
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.
Short Answer: You Bioware devs need to implement a LOD system that calculates how many players are on screen and the load it has on GPU then enable a texture LOD that lowers the detail when many people are in the same area to keep speeds consitant. This feature would also have a drop down where the user based on their system can pick different LOD settings ala low med high. or None if they so choose.

To be honest I am not sure why you didn't implement (not you personnally but bioware) a LOD system for characters in the first place you knew there would be heavy amounts of players in certain areas like pvp matches, hubs, and world pvp....

Go take a look at Aion their character models (poly's and textures) blow this game away. And I have sieged with over 700 people in one spot no slow downs on my system. They have a LOD system so if they detect your fps is dropping due to overloading of textures in GPU memory they start stripping the farthest players from you of textures till your system is at a decent FPS.

CptKloss's Avatar


CptKloss
01.13.2012 , 11:54 PM | #17
Quote: Originally Posted by Kourage View Post
lol so now that you got your free month and decided you don't relly like the game, you can just complain about the lack of high res textures & get a full refund?


lol


Who said BioWare was innovative? That's a 1st!
these are the dangers of releasing unfinished product that does not deliver... people will et upset and find excuses to get their money back
"Please tell me Kenny is blowing up a man-shaped balloon"

Basedgawd's Avatar


Basedgawd
01.13.2012 , 11:56 PM | #18
Quote: Originally Posted by Kourage View Post
lol so now that you got your free month and decided you don't relly like the game, you can just complain about the lack of high res textures & get a full refund?


lol


Who said BioWare was innovative? That's a 1st!
shhh... 10 fps in hutball.

tomorrow i better get my money.

TalonCarrade's Avatar


TalonCarrade
01.13.2012 , 11:56 PM | #19
I don't know, to me it sounds like BW took the eaiser, lazier way out of this issue.

Does the game engine have anything to do with this? I've heard a lot of negative feedback about this games engine.

I know nothing about game making, so I'm just asking.

Quote: Originally Posted by battlebug View Post
can you make sword in box light sword so sword come out when opened? then if sword is back after sword, use light saber on box, and saber will be boxed after sword is out.

MaverickXIV's Avatar


MaverickXIV
01.13.2012 , 11:57 PM | #20
Quote: Originally Posted by CptKloss View Post
you mean we absolutely cant trust BW to do the right thing on their own and we have to keep their feet to the fire and force them to do so?
No, you have to tell them what their priorities should be. Personally, I would rather them focus on implementing a robust guild capital ship feature over fixing the texture issue (though textures would be second for me).

As far as "doing the right thing," they already did that. They disabled a feature which led to poor performance and gameplay. Then, when it was revealed just how large of an issue it was, they began working on it. Both were the correct calls to make at the time.