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Author |
Thread Statistics | Show CCP posts - 4 post(s) |
The Mach
STEEL CITY. Skeleton Crew.
4
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Posted - 2015.01.08 19:18:04 -
[1] - Quote
4000x4000 textures for ships and stations was brought up at fanfest, but we still don't have them. Make 4k textures an option! pleaseeeee? You said you would.. |
Lugh Crow-Slave
421
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Posted - 2015.01.08 20:08:54 -
[2] - Quote
pretty sure they said they could not that they would |
Ronny Hugo
Dark Fusion Industries Limitless Redux
77
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Posted - 2015.01.08 20:16:20 -
[3] - Quote
+1. I have to agree with OP, especially inside the stations where I can still see pixles the size of frigates, and for outside stations since there aren't 3000 stations in view at one time. Planets and moons also a bonus. Gates. Oh and I think the warp-tunnel is time for a bump-up in quality. Make lots of sliders so we can adjust freely various objects. |
Bienator II
madmen of the skies
3089
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Posted - 2015.01.09 05:18:20 -
[4] - Quote
4k textures would take up 16x the size as current 1k textures. i don't think thats realistic. Even the jump to 2k textures would quadruple model size
eve style bounties (done)
dust boarding parties
imagine there is war and everybody cloaks - join FW
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Quattras Peione
Gentlemen of Fortune.
43
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Posted - 2015.01.09 05:28:43 -
[5] - Quote
I won't beg, and it's hardly my highest priority when looking at the game, but the new lighting engine does allow us to see in exquisite detail just how low-res some of these old ship skins are. |
Alvatore DiMarco
Capricious Endeavours Ltd
3245
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Posted - 2015.01.09 06:15:02 -
[6] - Quote
Quattras Peione wrote:I won't beg, and it's hardly my highest priority when looking at the game, but the new lighting engine does allow us to see in exquisite detail just how low-res some of these old ship skins are.
They published a dev blog acknowledging as much and stating that they're going to be updating the models to be more ... photogenic with the new lighting system. |
Nevyn Auscent
Broke Sauce
1861
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Posted - 2015.01.09 06:47:05 -
[7] - Quote
Also see the Dev blog about the new optional update system they are trialling that lets the client download on demand, rather than all at once, which they have said is a possible lead in for optional high res textures. Or.... Post in the correct high res textures thread, not a new one. |
Quadima
From Our Cold Dead Hands The Kadeshi
120
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Posted - 2015.01.09 13:27:43 -
[8] - Quote
Bienator II wrote:4k textures would take up 16x the size as current 1k textures. i don't think thats realistic. Even the jump to 2k textures would quadruple model size
No it won't. Texture compression becomes more and more efficient as the size of the texture increases.
4k x 4k would probably be only 3-5 times bigger in size than 1k x 1k.
--- I have a feeling CCP will introduce something like that after the "download on demand" thing is implemented. Because forcing everyone to download 20 GB of textures that only 5% of the people with high-end videocards will use is not ok. But with the on-demand stuff... everyone will only download /store what's appropriate for their PC.
And yes, this game definitely needs better textures, everything seems pixelated as hell on modern monitors (QHD and UHD), especially with the new shaders just introduced. |
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CCP Darwin
C C P C C P Alliance
708
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Posted - 2015.01.09 14:49:04 -
[9] - Quote
Quadima wrote:Bienator II wrote:4k textures would take up 16x the size as current 1k textures. i don't think thats realistic. Even the jump to 2k textures would quadruple model size No it won't. Texture compression becomes more and more efficient as the size of the texture increases. 4k x 4k would probably be only 3-5 times bigger in size than 1k x 1k.
Because this statement didn't sound right to me, I checked with CCP Mankiller, who pointed out that while that may be true for some compression schemes, it's not the case for Microsoft's DirectDraw Surface (DDS) format, which is how we deliver our textures. Generally, doubling the pixel resolution of a texture in .dds format will require 4x the space.
The main issues that would have to be resolved to deliver higher-res textures are:
- Additional client disk space and associated delivery bandwidth on both the client and host ends.
- Putting in place a scheme to allow some assets to be delivered optionally so that players who can't use the new feature don't bear the burden.
- Changes to game-engine texture management so that new, larger textures don't kill performance.
- Changes to our process for integrating art assets into the game to accommodate any new needs established by the changes to address (3)
All of this is a lot of work.
We're currently working on a package of changes to how we're delivering textures for PBR-shaded space objects that should provide some obvious quality improvement with a lot less low-level re-engineering of our graphics engine than what I just described, because we think the "bang for the buck" is a lot greater.
That said, everyone on the team knows that there's a lot of player interest in increasing our raw texture resolution, and we continue to discuss what has to be done to make it happen. It's just not so far been where we've felt we can most efficiently improve the look of the game.
CCP Darwin GÇó Senior Technical Artist, EVE Online GÇó @mark_wilkins
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Komodo Askold
No Code of Conduct Fluffeh Bunneh Murder Squad
272
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Posted - 2015.01.09 14:59:01 -
[10] - Quote
CCP Darwin wrote:Because this statement didn't sound right to me, I checked with CCP Mankiller, who pointed out that while that may be true for some compression schemes, it's not the case for Microsoft's DirectDraw Surface (DDS) format, which is how we deliver our textures. Generally, doubling the pixel resolution of a texture in .dds format will require 4x the space. The main issues that would have to be resolved to deliver higher-res textures are:
- Additional client disk space and associated delivery bandwidth on both the client and host ends.
- Putting in place a scheme to allow some assets to be delivered optionally so that players who can't use the new feature don't bear the burden.
- Changes to game-engine texture management so that new, larger textures don't kill performance.
- Changes to our process for integrating art assets into the game to accommodate any new needs established by the changes to address (3)
All of this is a lot of work. We're currently working on a package of changes to how we're delivering textures for PBR-shaded space objects that should provide some obvious quality improvement with a lot less low-level re-engineering of our graphics engine than what I just described, because we think the "bang for the buck" is a lot greater. That said, everyone on the team knows that there's a lot of player interest in increasing our raw texture resolution, and we continue to discuss what has to be done to make it happen. It's just not so far been where we've felt we can most efficiently improve the look of the game. Nice to see you're working on this! EVE looks amazingly pretty; can't imagine how well could it look with these textures. Thanks for the info!
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CCP Darwin
C C P C C P Alliance
709
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Posted - 2015.01.09 15:05:18 -
[11] - Quote
Komodo Askold wrote:Nice to see you're working on this! EVE looks amazingly pretty; can't imagine how well could it look with these textures. Thanks for the info!
I should clarify: The art/graphics team is not right now working on the engineering to support higher-resolution textures because we've decided that certain other changes will be a better use of our time. However, it's still a possibility for the future.
CCP Darwin GÇó Senior Technical Artist, EVE Online GÇó @mark_wilkins
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Debora Tsung
Die Woge des Wahnsinns Greater Western Co-Prosperity Sphere
1415
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Posted - 2015.01.09 15:12:40 -
[12] - Quote
CCP Darwin wrote:Komodo Askold wrote:Nice to see you're working on this! EVE looks amazingly pretty; can't imagine how well could it look with these textures. Thanks for the info! I should clarify: The art/graphics team is not right now working on the engineering to support higher-resolution textures because we've decided that certain other changes will be a better use of our time. However, it's still a possibility for the future. *crushed dreams, sadness, overall depression* ButButbut... WANT!
Stupidity should be a bannable offense.
Also This --> AFK Cloaking Collection Thread
Please stop making "fix afk cloaking!" threads, your idea is not new. Thanks in advance.
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elitatwo
Eve Minions Poopstain Removal Team
531
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Posted - 2015.01.09 15:59:18 -
[13] - Quote
Quadima wrote:... And yes, this game definitely needs better textures, everything seems pixelated as hell on modern monitors (QHD and UHD), especially with the new shaders just introduced.
'Modern' as in, 'I has 500000000x1229384849844003398544885483 pixels, mekk goodder looking stuff, naow!'.
May I suggest you take a look at another spaceship game?
At the time of the release, my computer was too fast for fluid gameplay and the looks were fine too:
Wing Commander II
With very high resolution pixels, this action game used to keep me busy for many hours a day. And the maximum resolution was an astonishing 320x200 on a 14" flicker-screen.
Compared to that, EVE looks 'better'.
signature
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Bienator II
madmen of the skies
3091
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Posted - 2015.01.09 16:22:09 -
[14] - Quote
CCP Darwin wrote:Quadima wrote:Bienator II wrote:4k textures would take up 16x the size as current 1k textures. i don't think thats realistic. Even the jump to 2k textures would quadruple model size No it won't. Texture compression becomes more and more efficient as the size of the texture increases. 4k x 4k would probably be only 3-5 times bigger in size than 1k x 1k. Because this statement didn't sound right to me, I checked with CCP Mankiller, who pointed out that while that may be true for some compression schemes, it's not the case for Microsoft's DirectDraw Surface (DDS) format, which is how we deliver our textures. Generally, doubling the pixel resolution of a texture in .dds format will require 4x the space. virttual high five
eve style bounties (done)
dust boarding parties
imagine there is war and everybody cloaks - join FW
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Lara Wet
EVE University Ivy League
0
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Posted - 2015.01.09 19:15:16 -
[15] - Quote
I love EVE's graphics,
I do hope CCP do not dwindle with more years of time to introduce some newer higher-end features! The competitors are here, now and "soon" in some cases. They have the 1-4k+ textures, they have tech for DX10+ and up. They have the physics, tessellation and further AA options and awe.
2012 nearly all those dreams and idea's CCP had, talked about and demoed! (Are they still there?)
It's now 2015 rolling on. |
Komodo Askold
No Code of Conduct Fluffeh Bunneh Murder Squad
272
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Posted - 2015.01.10 22:30:34 -
[16] - Quote
CCP Darwin wrote:Komodo Askold wrote:Nice to see you're working on this! EVE looks amazingly pretty; can't imagine how well could it look with these textures. Thanks for the info! I should clarify: The art/graphics team is not right now working on the engineering to support higher-resolution textures because we've decided that certain other changes will be a better use of our time. However, it's still a possibility for the future. Owww :(
Well, at least it's a possibility :)
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Soden Rah
Rapier Industry and Technology Second Sun Rising
32
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Posted - 2015.01.10 23:04:06 -
[17] - Quote
Can I request AA that actually reduces Aliasing... because that's the biggest universal graphics flaw I see in game.
Much as I would like higher-res' textures.
Also, as of now having AA on kills my frame-rate [and general game performance].
Happened at the same time as PBR was introduced.
However I can't actually see any difference between AA off and AA on full so it's not actually made any difference. |
Jiska Ensa
Unour Heavy Industries
165
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Posted - 2015.01.11 00:12:59 -
[18] - Quote
Soden Rah wrote:Can I request AA that actually reduces Aliasing... because that's the biggest universal graphics flaw I see in game.
Much as I would like higher-res' textures.
Also, as of now having AA on kills my frame-rate [and general game performance].
Happened at the same time as PBR was introduced.
However I can't actually see any difference between AA off and AA on full so it's not actually made any difference.
Dynamic Super Resolution seems to work better than AA (assuming your GPU can handle it, as far as I know only the 900-series Nvidia and a few of the latest AMD cards can do it) but 1) it only works if you are in full screen, and 2) Eve's UI scaling only goes to 125% so rendering in 4K isn't advisable :) |
CERA Elitist
The Prometheus Society
28
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Posted - 2015.01.11 06:48:29 -
[19] - Quote
Bienator II wrote:4k textures would take up 16x the size as current 1k textures. i don't think thats realistic. Even the jump to 2k textures would quadruple model size What's your point? |
Donnachadh
United Allegiance of Undesirables
89
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Posted - 2015.01.11 22:19:28 -
[20] - Quote
CERA Elitist wrote:Bienator II wrote:4k textures would take up 16x the size as current 1k textures. i don't think thats realistic. Even the jump to 2k textures would quadruple model size What's your point? Band width for the downloads. Server/client load dealing with the additional memory use. Required memory and process capabilities that up the minimum computer specs. Are just a few that come to mind. |
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Bob Maths
EVE University Ivy League
24
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Posted - 2015.01.12 02:12:30 -
[21] - Quote
We're not talking universal 4k textures plus a few entities could do with a graphical enhancement (cough stations) or anything so massive that it stretches the textures but better methods could be employed (cough asteroids) so that they don't look like ugly demon childs that you find in heavily polluted areas. |
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CCP Darwin
C C P C C P Alliance
719
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Posted - 2015.01.12 08:34:10 -
[22] - Quote
Bob Maths wrote:We're not talking universal 4k textures plus a few entities could do with a graphical enhancement (cough stations) or anything so massive that it stretches the textures but better methods could be employed (cough asteroids) so that they don't look like ugly demon childs that you find in heavily polluted areas.
Worth pointing out that we already use higher-res textures for some station models. Like I say, we're aware of people's interest in increasing texture resolution and we're also aware of how it would improve the look to be able to do it. It just hasn't yet come to the top of our priorities when evaluated for benefit vs. the resource investment involved to get the work done.
CCP Darwin GÇó Senior Technical Artist, EVE Online GÇó @mark_wilkins
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Jessica Danikov
Clan Shadow Wolf Fatal Ascension
438
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Posted - 2015.01.16 14:46:55 -
[23] - Quote
Additional client disk space: Some modern games run up to 50Gb+, at worst you might compete with that.
Associated delivery bandwidth on both the client and host ends: I'm fairly sure this is a problem you throw a little money at. Content delivery is not that unique a challenge, plenty of people are doing it well. Worst case scenario, ghetto it with bittorrent.
Putting in place a scheme to allow some assets to be delivered optionally so that players who can't use the new feature don't bear the burden: You already have enthusiasts with two installs so that they can go on Singularity. I don't see how a separate, independent hires texture client would bother people. I'm sure it'd make things easier internally just to treat it as a new build target rather than trying to have two modes of rendering and switching on the fly.
Changes to game-engine texture management so that new, larger textures don't kill performance: You say stations already use hires textures, so... most of this work should be done, right? Sure, it may need optimisation, but I think as an optional alpha you could skip that work just to measure interest, with a disclaimer that performance is not guaranteed and entirely down to sufficient hardware.
Changes to our process for integrating art assets into the game to accommodate any new needs established by the changes to address: Again, if it's there for hires station textures, it can't be that difficult...
It just hasn't yet come to the top of our priorities when evaluated for benefit vs. the resource investment involved to get the work done: Let's be honest, this sounds like the real reason this hasn't been done. I'm sure it's not a trivial amount of work and I don't know who gets to be the decider on these things, but it boils down to the fact that it's not something people would be happy being monetized so it has to compete with other 'free' art efforts.
There's a 150 page thread says some people will give a minimum effort attempt that may melt their computer a try. If it really does fail to perform, the ones with supercomputers will be still be posting 4K screenshots and generating free publicity that way and, a few years from now when mainstream hardware catches up, you'll be more than ready for it. Seems like something worth putting some 20% time into to see how hard it really is.
Bumping up the textures isn't an option, it's an inevitability... it'll happen eventually. That's why I don't like posing this as an 'if' question. The question is when? |
TheSmokingHertog
TALIBAN EXPRESS
284
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Posted - 2015.01.18 09:34:04 -
[24] - Quote
CCP Darwin wrote:Quadima wrote:Bienator II wrote:4k textures would take up 16x the size as current 1k textures. i don't think thats realistic. Even the jump to 2k textures would quadruple model size No it won't. Texture compression becomes more and more efficient as the size of the texture increases. 4k x 4k would probably be only 3-5 times bigger in size than 1k x 1k. Because this statement didn't sound right to me, I checked with CCP Mankiller, who pointed out that while that may be true for some compression schemes, it's not the case for Microsoft's DirectDraw Surface (DDS) format, which is how we deliver our textures. Generally, doubling the pixel resolution of a texture in .dds format will require 4x the space. The main issues that would have to be resolved to deliver higher-res textures are:
- Additional client disk space and associated delivery bandwidth on both the client and host ends.
- Putting in place a scheme to allow some assets to be delivered optionally so that players who can't use the new feature don't bear the burden.
- Changes to game-engine texture management so that new, larger textures don't kill performance.
- Changes to our process for integrating art assets into the game to accommodate any new needs established by the changes to address (3)
All of this is a lot of work. We're currently working on a package of changes to how we're delivering textures for PBR-shaded space objects that should provide some obvious quality improvement with a lot less low-level re-engineering of our graphics engine than what I just described, because we think the "bang for the buck" is a lot greater. That said, everyone on the team knows that there's a lot of player interest in increasing our raw texture resolution, and we continue to discuss what has to be done to make it happen. It's just not so far been where we've felt we can most efficiently improve the look of the game.
Keep it up, we will keep poking until we have it ;)
Edit: cant we kickstart it with PLEX investment, so PLEX for team time? |
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