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How The LVL Design May Have Improved The Visuals of FFXV

Here is a small analysis about how the lvl design may have improved the graphics .

 

Have you ever heard people saying that the hardware was holding back FF XV ?

Have you ever heard  people (and mostly the same lol ) saying that FF XV looked bland and like a ps3/ps2 game ?

 

Here is what i have learned about the problem ( made partially by SE ) and the solution ( found by SE unless it was luck). 

 

What is the difference and how is it going to stop people from saying that the game is being held back , doesn't look good etc ?

 

All is in the level design of the foliage for me (i don't know if it is how you call that) :

 

- Before

How The LVL Design May Have Improved The Visuals of FFXV

 

How The LVL Design May Have Improved The Visuals of FFXV

 

How The LVL Design May Have Improved The Visuals of FFXV

 

- After (now in short) 

How The LVL Design May Have Improved The Visuals of FFXV

 

How The LVL Design May Have Improved The Visuals of FFXV

 

- Before  

The foliage seems like procedurally put everywhere  , the same spacing , you won't have blank spaces , the same density and it looks the same almost everywhere .

The gamer can predict where the grass should be and what would improve if the game ran on a better hardware .

 

The beauty of the map and the foliage is brought thanks to the brute force ( the more power you have the more grass you will have the better the map will look )  and people can easily notice that and be picky on that .

 

- After 

 The foliage seems to have been put by a designer , the spacing may vary , you may have blank spaces , you may have more grasses in 1 area and less in another  and you won't be able to say how the map looks without visiting it .

 

The gamer can't really predict how the grass would improve if the game ran on a better hardware (would you have more grass in that area ? would it be more dense ? Maybe yes , maybe no . Because if yes  the map wouldn't have the same feeling and design ) .

 

The beauty of the map will be brought up thanks to the designer , you won't have than procedural feeling and you may look forward to what is hidden behind a mountain .

 

And all  of that thanks to the lvl design ( if this is how we call it  ) : by packing some grasses together , by putting some blank spaces , by making lines , by making circles etc ...  they are able to make the world feel more alive and look more gorgeous without even increasing the amount of grasses (i'd even say that they are lowering it  , which may be also a good thing for the frame rate , the dynamic resolution and the LOD ) .

 

The only downside of that would something like an untamed and wild map (tons of grasses randolmy put everywhere) .

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