#Little attention to visual cohesion - faces vs. shading

27 messages · Page 1 of 1 (latest)

wind ivy
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Topic: Little attention to visual cohesion - faces vs. shading

Reason: Overly detailed shading taints characters' facial aesthetic and turns away potential players.

Why: NGS doesn’t have realistic character models, which is perfectly fine, under compatible lighting; yet the game uses a highly realistic lighting engine, which creates an uncanny valley effect depending on how players position themselves relative to it. To make matters worse, the system is inconsistent, with Creative Space screenshots frequently showing broken illumination. Easing facial illumination transitions could help characters appear more natural within their intended visual style, improving immersion and increasing positive player perception.

Additional Reasons: I've talked to new players, friends and strangers, watched videos that directly promoted NGS, and noticed that the topic of discussion remains well within people's thoughts.

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I believe many people liked the way illumination back in base PSO2 worked.

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Little attention to visual cohesion - faces vs. shading

rancid wagon
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Its not bad when u adjust it, but yea aelio lighting and retem lighting can be pretty bad at times

minor nymph
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I've been setting shadows to 0 to account for it, but definitely should be addressed as it occasionally effects colors.

wind ivy
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Besides, we are facing dangerous levels of player decline. New people wouldn’t bother to try and tweak with whatever workarounds are there to make the game look good, they’d just say “game ugly” and uninstall, then go try the next product.

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Because of that, it’s important to make the game look good from the moment they press “play”.

warped ginkgo
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The lighting being realistic isn't the issue. It's the way it shapes to the faces that causes the problem. It's not accurately portraying how lighting would actually affect the scene, let alone our characters.

wind ivy
minor nymph
warped ginkgo
# wind ivy Whichever is your positioning on this, can we agree “lighting is wrong”?

Yeah. It needs refinement. But they've always had issues with lighting and shading since NGS got its overhaul. They even broke the base game rendering if I recall. Shiva had glowing eyes that worked fine prior to NGS, and then after were flat and just colored red rather than glowing. The lighting and rendering have caused instability from all the way back to NGS's launch.

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It took them three years for the game to run moderately smooth. And that was only after adding in DLSS

wind ivy
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Here’s to hope they do something if we parrot about it enough.

minor nymph
azure socket
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i play base regularly usually in the lowest setting. and even i can max it, i don't miss the base lighting because it's more low tech. i haven't say this before even if i had many chances. but i guess i'll just give it out. and it's impressive that PS4 was able to do screen space reflections even if watch dogs 2 don't have it in ps4. and i do believe that it's indeed correct there is lack of technology in lighting. even putting my lighting from 1-2 makes the .1 lows suffer a lot. but i agree on tenno that it is not a major problem.

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character ss will be difficult to refine indoors. i will agree on that(i don't participate anyway)

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and i already kind of know if proper lighting is added in the current nameless city without reskinning neon city might actually look bad(not sure)

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i was actually impressed how neon city turned out

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whatever the graphics works in NGS i think it is style probably hard to fix

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i cannot deny the strengths of the NGS game engine at all. which is why i don't believe the problem will be resolved. it's up to the developers to make the maps look good themselves.

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although i never talked to the developers, i admit i do want a word with them(although i dont wanna give it a shot)

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i just don't know if it's worth it to improve it further

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even if you bring back base lighting the indoor and outdoor issues will remain. i know well how that happens. i seen it so many time

chilly sinew
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Idk man- considering how many players take screenshots literally everywhere / anywhere kinda tells me it’s not as bad as you make it out to be

  • irl too lighting can be cursed at a bad angle LOL but that said- if people are bothered by the lighting / shading then cel shading legit simplifies it a lot; giving a different aesthetic which, from what I’m told, is easier to work with regardless of lighting
azure socket
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irl shadow resolution sometimes suck 💀

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lumen and ray tracing also stuck in 30fps

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i mean nanite im still confusing nanite as lumen