Re: Xenocider/Project Q
Posted: Thu Jun 08, 2017 7:32 pm
I'm cool with the polishing. Plus I'm gone that last couple weeks of June anyway lol
Bob Dobbs wrote:Love the PAL Jewel case option. It keeps with the original feel of the Dreamcast era. Nice job, keep up the good work. Also, nice studio setup, as I am an Audio/Video engineer, so the complement is from an engineering level.
not sure if it was asked before, but how come textures quality is so bad? Don't you know anything about VQ compression or something?
I've been following this project for some time, but as I see, no further improvements are planned regarding graphics. Although lowpoly meshes is an understandable choice (but it is possible to do much better while maintaining 60fps, considering rather simple gameplay mechanics etc.), there is no excuse for blurry textures that look worse than in most N64 games.
Don't take it as an insult, I just have not seen any reasonable explanation regarding bad graphics (but to each their own, I know)
111 wrote:all I can say is that achieving stable 30fps is really hard without significantly reducing graphics quality (mostly related to number of triangles per model), which is not an option for me. But we'll see.
hombreimaginario wrote:111 wrote:all I can say is that achieving stable 30fps is really hard without significantly reducing graphics quality (mostly related to number of triangles per model), which is not an option for me. But we'll see.
So, we're going for fluid animation (or, doing our best anyway) and frankly quite a lot of enemies on screen sometimes, while at the same time keeping a fast action pace and achieving stable 60 fps and quick-responding controls. I'm sure, if graphics are "so bad" you feel they need "any reasonable explanation", there's probably one there, and there's definitely more constructive ways to express such opinion.
What do you think?