Especially since in Agnis Philosophy, the number of polygons split between the characters hair and clothing etc. That difference is likely due to the fact Agnis Philosophy is a visual product and not a game and there was more opportunity to upgrade the character and use high definition modeling. However, the number of polygons in Agnis Philosophy was even more than FFXV, approximately 300,000 to 400,000. In PS3 and Xbox 360 titles, most had about 20,000 polygons, so here as well its 5 times that. By the way, many PS3 and Xbox 360 titles had about 100,000 including occluded polygons, and FFXV has about 5 times that.Ī main characters appearance utilizes 10 levels of detail, and within that there are about 100,000 polygons in the extremely detailed 3D models. Thats roughly the same amount as Agnis Philosophy. There are a lot of PS3 and Xbox 360 titles that had their output upscaled from the original 1280×720 to 1920×1080, but it seems that many next-gen titles like FFXV have original output at 1080p.Īs for polygon numbers, visible and occluded polygons combined, there is about 5,000,000 polygons in just one frame. FFXIV and related properties are obviously trademark to SquareEnix.First off, the games resolution is 1920 x 1080 pixels (1080p), with a 30fps frame rate. No warranties offered, everything disclaimed. This program and its source code are public domain where applicable. If it ever gets corrupt, the option -rc or -refresh-cache will make requests for updated pages from the web. Subsequent requests will read from the cache. Minimize requests and save bandwidth, a cached copy is stored locally. It reads the recipe data from so any template changes there will likely break the program until updated. The option -cmg or -craft-material-gear ensures they are listed. I prefer to craft the whole chain, since buying them would require additional teleporting and travelling. The option -cbti or -craft-beast-tribe-items ignores the restriction and allows them to be crafted.Īnother problem that arises with not crafting NPC vendor items comes from augmented gear, like the Wrapped Elm Longbow <- Wrapped Maple Longbow <- Maple Longbow. That option does not pose a problem for cheap materials like Bronze Ingot that are sold in convenient locations, but items sold by Beast Tribe vendors, like Table Salt or Mythrite Nugget, are usually more expensive or require teleport and travelling time. It doesn't list materials for crafting items that are sold by merchants like Material Suppliers and the ones in city-states' markets ( -dcisbm or -dont-craft-items-sold-by-merchants). The program is tuned with self-sufficiency parameters. It can be compiled ignoring the Windows UI in other platforms (tested only on Ubuntu with GCC). I've added a Windows UI on top of the command-line for convenience. This utility started as command line program which received the desired recipes as parameters and output a list of needed crafts and materials. Garlandtools is the closest to ideal for me: the results presentation is excellent, but it's extremely cumbersome I decided to write my own since none of them fully did exactly what I wanted. After using shopping lists generators available from, and ,
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