The tiling of the water at a distance is solvable by using stochastic texture sampling, which is a pretty straightforward thing to do, though requires a few extra texture samples. In this case, I think it would have been worth it.
You're totally right, I'm not sure how I haven't heard of this. The extra texture samples wouldn't be that big of a deal I don't think, I assume they're already doing this for the terrain texturing too.
@@Acerola_t It's such an easy thing, and I'm always so surprised at how many AAA games fail to use it in really obvious instances like terrain or water texturing.
Another cheap method is to just sample the same texture multiple times and just scaling up the uv coordinate by a non-even scalar. And then averaging. It means you can break up the pattern a bit. There's an awesome video that talks about how nintendo has done similar stuff to this in the past. /watch?v=8rCRsOLiO7k&ab_channel=Jasper Not as nice as a stochastic sampling but helps a bit. EDIT: Didn't see the post immediately underneath this one XD...
Honestly the whole game just kind of has that first time game dev feel (which I'm assuming doesn't come from the incompetence of the devs but rather a lack of resources/time given by higher ups) which is a shame considering how huge the franchise is.
The size of the franchise is the games downfall imo, Pokémon has outgrown Gamefreak several times over. They are chained to a tight release schedule alongside all of the other merchandise like TCG, plushies, anime etc and because of that they can never delay the games to improve them or set their own timeframe. There's a common trend these days of 'good' games generally being games that delayed their release, but Gamefreak will never get that opportunity because Pokémon is a global franchise with many components. All of the mainline games since Gen 6 onward have telltale signs of cut content. Its a shame because I love the games.
@@JoeDraws5 Nah I blame the "Lets split up our main team and interns." mentality the Main team worked on XY and SWSH while the interns did ... every other game and it shows. This game was a rush job after they decided to drop this mentality after SWSH imploded hard. Far better game with no stupid gimmicks just a new good looking engine. I have worries that they returned to the Split teams shit again with SV especially since new gimmick is back and worse than ever. The Gameplay of battles in PLA was a huge improvement visually but it looks like we are returning to tiny spawned arenas of old again.
Game was so hard to go through if you understand how lighting, shadows, yada yada works especially. The caves are the worst in my opinion with the white static around the models.
Yeah I randomly discovered the white static is actually an MSAA artifact and happens on default Unity projects if you dont disable their built in MSAA. It was causing my bloom in the elden ring video to freak the fuck out since the white pixels would appear and disappear and get bloomed.
Yeah, the white static on the models really got to me. Especially when Ingo was walking in the cave since it was so heavily pronounced around his black uniform.
I think it's reasonable to be upset at a pokemon game looking this bad considering there's better looking games on the same console, and Pokemon as a franchise rakes in obscene amounts of money. No hate on the developers themselves, this disappointing graphical executions could probably be blamed almost entirely on higher ups not wanting to part with their money bags because they know a Pokemon game will make a return no matter what. Pokemon has incredible potential that just isn't being realized because its already succeeded too hard.
absolutely, unfortunately even if the graphical stuff is fixed the gameplay is still arguably no more engaging than the original pokemons and in my opinion worse than the originals.
@@banned2638 SwSh took 3 and the group that handled let's go made legends so 3 years for this lines up nicely. The issue is the core development team is really small and has to use lots of outsourcing. They probably aren't given a AAA worthy budget despite Pokemon games normally being in the top 3 for best selling games of the year.
@@sylvyboi given how the intern "team B" has made good looking stuff and decent games over the Core "Team A" with only a 3 man difference and no outsourcing just reusing old assets. Gotta say Core team is the bad team.
I think part of the design of the trees (and much of the game) is meant to reflect traditional Japanese and Chinese ink art that was more minimalist but if they were going to go in that direction, they probably should have exaggerated it even more.
Exactly! You don’t have to have stunning graphics for a game to look good! take Zelda Windwaker, because of its style, it looks good even as a GameCube game. The problem with a lot of modern Pokémon games is that they half ass realism, creating almost an uncanny valley effect
There was a moment in the trailer where it transitioned from the game's style to the cover art's style (much more painted,) and I feel like there was a point in that spectrum where it *hit it.* I kinda like the style of the Pokemon Mystery Dungeon game on the switch.
Besides poor texture quality and lighting issues, the game is absurdly lacking in detail and aesthetic sense. It looks like an early alpha because that's pretty much what it is; The game needed at least another year in development, possibly more. And if they are struggling due to an in-house engine, maybe it's time to start investing in an external engine.
The reason the shadow maps aren't baked is because the game has a dynamic day/night cycle, since the sun moves slightly each frame, the scene is redrawn to the shadow map each frame. The unfortunate consequence is that when trees are culled by the view frustum they are not being drawn to the shadow map. The solution is to cull based on distance to the camera when drawing the scene to the shadow map, and view cull when drawing the scene to the framebuffer / swapchain. They may have opted not to do this if looping all of the cullable geometry was expensive, or they might have just decided not to bother and felt that it wasn't something important.
Interestingly ambitious for a pokemon game. But it probably wasn't the best tradeoff. It probably would have saved a lot of resources in the lighting using some older trickery, like how Jak and Daxter in 2002 simply had 8 or so different lighting phases with a short transition to mimic dynamic environmental lighting.
My take on the graphics for this game (and possibly Scarlet and VIolet since the environments there also looks iffy): 1. Gamefreak needs to hire more people for environment design and rendering 2. The developers really need to be given more time, they've been releasing these huge games back to back and it's starting to show in terms of the quality
The water can actually be solved VERY easily using micro and macro variation It's also fairly low cost Essentially, Instead of using a single sized displacement map, you can make variations of it at different sizes and rotations, and layer them on top of one another It does a pretty fine job of breaking up the pattern at a distance
Time is the biggest budget. People keep bringing up BOTW but also seem to wonder why it's sequel is taking so long. Almost like you don't get crazy graphics without basically being a once per generation project. (and BOTW2 confirmed to be using the same overworld, so "most of the work is already done" as they would put it... Yeah, that's not how it works)
@@raze2012_ Well, I wouldn't mind to have only 2-3 pokemon games for generation instead of 3 different pokemon games in just over a year. Just like any other videogame franchise does...
@@armandostockvideos8386 I'm sure many would. But pokemon, COD, and yearly sports franchises are basically the only projects that can not only stay yearly but practically guarantee 10m+ copies per main game. We'd see a lot more licensed games and spinoffs if other studios could get away with it. Instead most seem to have tried experimenting more on one big GaaS, GTA style. The only real difference is that COD works on "main games" every year staggered between 3 studios. Pokemon doesn't technically have main games every year, but instead 3+ spinoffs per year between the generations. The "main" pokemon games are technically 3 years apart because of that, but I guess people considering LGPE/BDSP/Arceus as main status is up for debate.
The thing that bugged me the most was the character textures. The clothes, and even hair of some were just terrible. Especially Adaman. I can't even look at him. Even of handheld they look bad. It's like they didn't realise that at some point you'd have cutscenes where you get closeups of certain characters and didn't think to accommodate for that.
I can assure you they're well aware of it lol Textures are tough because the larger they are the slower your game's performance and the file size of your game will increase exponentially
@@Acerola_t What bums me out with something like Adaman though is that he's a new character, in the third Pokemon Switch game they've created. They should have known their limitations by now. There was no reason to design him in a way that makes him so hard to texture well, within their limits. The Pokemon for the most part look good, the normal NPCs look alright, but then you get someone like him where they added all these details in his outfit that require a higher texture and look blurry or choppy, it just sticks out more. Especially when it's a defining feature like his hair or his jacket. Liam's clothes might not look great but you get drawn into his face and head with that goofy hat, and you don't really spend much time with this character anyway. Adaman shows up constantly and his most defining features are some of his worst ones. It sticks out much more. They should have done better.
They could've made a separate model with better texture (or just swap the texture), and use it exclusively on cutscene. GTA SA did exactly this and that was 2004, so there's no excuse.
@@Acerola_t yeah, but it's not like this game is some massive, unprecedently large game. There are games on the switch with more textures, higher fidelity textures, and made with a lower budget
4:47 I say: Don't do culling just based off of objects, do it also based off of shadows; so if the object isn't in view but the shadow is, don't cull it. ...if they can figure out how to do that
I'd really just appreciate it if Gamefreak hired some more people with the insane money Pokémon brings in so they CAN optimize the game and push the system to its limits without having it blow up in smoke I know BoTW had almost twice the development time but it really doesn't make me feel better when BoTW, a launch title, can have higher and more consistent graphical fidelity than PLA SV looks like it'll be better with the new 3D models actually made to be used without an outline on them and HOPEFULLY any cave sections will have the assets properly placed so I cannot see into the white void the entirety of the cave's map is sitting in
The thing that bothers me the most about this game's visuals is the extremely over-pronounced fresnel effect on everything. It just has that look of 'realtime lit unity game without proper reflection probes set up'
seeing the edited tall grass made me gasp, it looks so much better also, about the low quality textures: my issue is not that they exist, but where they are used. like on Laventon’s coat, there’s an EXTREMELY blurry Galaxy Team icon, despite higher resolution icons being present _all over the game_
5:05 An easy solution would be to still render objects offscreen, but _only_ within a certain radius of the player, so that shadows within their view will still appear.
I think better lighting on the water would go a long way to making it look better from afar. It's weird that the glare follows the camera so much and that's so massive and bright.
Jasper has a video explaining how Nintendo addressed the water issue back on the GameCube. By creating storing custom textures in the mipmaps, different textures can swap in and out based on distance for "free". Effect could also be done in a shader. th-cam.com/video/2wpQ8dVXum8/w-d-xo.html
I feel bad for the developers of this game, cause they obviously put a lot of love into it! Even with the new style, it still feels like a Pokémon game, but not just *a* Pokémon game. I'm willing to bet that they wanted the game to look better, but were being rushed, leading to them focusing more of the game play and story. This would explain why the grass gets lighter at the bottom, maybe they planned to do something like what you mentioned, and made the grass lighter at the bottom so they could blend the texture color into it.
I think the issue with shiny terrain is more to do with normal maps than it is actual specularity. When you have extreme normal maps, you can end up with pixels whose normals are facing away from you, or that have normals that are perpendicular to the camera. Normally this can't happen, so it causes weird shader artifacts when it does, which tends to make things look shiny even when they aren't
It's exactly this, there aren't any specular highlights in the terrain shader (or really any other shader in the game) and you can even see the craziness of the normal maps in one of the screenshots
To fix the disappearing shadows, how about making objects stop rendering by distance from the player instead of camera angle? Or just doing that only for the trees and tall objects?
Depends on the graphics budget. This and SwSh seem to aggressively LOD/cull it's assets, so maybe they legitimately couldn't handle it without tanking the framerate
Player-Distance could work. You could also increase the MeshRenderer Bounds to include the shadow (if the sun isn't moving maybe?) or give it an offset based on sun angle to avoid the culling when the shadow is in view.
I have hundreds of hours in legends Arceus at this point (I go outside I swear) and there are two other things I would point to as big visual issues, that I’m a bit surprised you didn’t talk about. 1, the absolutely dogshit render distance. I know you talked about the trees, but it’s not just that. Everything has that issue. Things will load in a few feet from your face, pokemon will make noises but not be visible, and the landscape forms behind you on braviary. In the literal first few seconds of gameplay, there’s a rock that loads in right as you walk past. The issue with the water happens to the cliffs as well. The textures either don’t scale well and look weird, or entire mountains will suddenly change how they look as you get closer. This sort of thing has been the biggest issue for me playing. Your note about the lake being the only issue with water isn’t true either. After braviary, almost all the water in the game has the exact same problem. It’s distracting and pretty ugly. 2, the drab colors. The most colorful area is the first one. And that area feels dull already. This might be just my opinion, but every time I looked out over the landscape it felt dull and kinda gross. The greys and browns are everywhere and the greens feel dead. Not to mention the mud areas look like crap (literally). The colors are so visually uninteresting and it made me frequently annoyed. So yeah, the game really doesn’t look great imo. Not to do the overdone thing and compare it to zelda, but like, dude. Come on. BotW is such a beautiful game. Even other games like Genshin Impact look wayyyy better. Even comparing it to pokemon, the map in USUM looked so much better. That might not be a fair comparison bc they aren’t open world, but legends isn’t either. You would think the area system would give them more room to make each area visually interesting and instead they’re all so boring. That’s just my opinion though. I think that people complaining are fully in the right to do so, because pokemon has the resources to do better, but they just don’t. Here’s to hoping Scarlet and Violet address these issues.
Amazing video! what is really frustrating is the fact that some of this solutions seem really easy to fix at least for a game studio that has more than 10 people working on it. You make a great breakdown of this. thank you.
Lake Verity issue is actually pretty simple to fix: Use 2 normal/distortion map based on the distance to the water: One for when seen close/very close, and one for viewed from far away. Make it blend accordingly to the distance to the camera and you get a pretty good result
I thought about the detail map solution but it would have the same tiling issue, the water looks fine when viewed close up but for far away you would need an absurdly large texture to avoid noticeable texture tiling. Other comments have proposed the proper solution, stochastic texture sampling, which I was unaware of.
@@Acerola_t Oh yes! I completely forgot about this method. I used it once on a Blender project for rendering an animation. It's the one that "projects many textures on a plane and makes a kind of collage" effect to avoid tilling? Pretty clever!
@@Acerola_t An alternate solution that is frequently used is octave tiling, where you also just upscale the texture being repeated and blend, you can do this multiple times (i.e multiple octaves) and you get fine grain high detail repeating frequently with larger detail repeating more sparsely. This is usually sufficient to trick the eye because it does just enough to break up the repetitive patterns. This is also significantly faster than stochastic tiling.
I really feel like I'm in the minority here, but the graphical limitations really ruined this game for me, I stopped playing after like 15-20 hours of forcing it... and it's not JUST graphics I care about (I put more time into Vampire Survivors for example) It really comes down to what they were TRYING to do vs. how short they came up. Pokemon only spawn in within like 7 feet of the character, so if you stand on a medium sized rock and look across the field, it looks like an early tech demo of the switch rather than a AAA game release -- almost nothing is rendered in the medium to long distance. I would have preferred the game got delayed a year and then released with more polish.
Very pleased by how the vid approaches these topics. Usually in the Pokémon Fandom it feels like people tend to either love a game and deny any flaws or absolutely hate a game beyond reason, so its genuinely pretty great to have a vid that looks at the game's flaws and approaches it with a "Here's how I think they could've done better, but some of it is not so big of a big deal" point of view
Really great video! This shows what's justified about the criticisms of the graphics - sure it's not gonna look like an Xbox or PS game, maybe it's not even fair to expect it to look as good as botw, but the things you mention seem to be pretty easy to fix and they make the game look quite a bit better!!
I know basically nothing about visual art, let alone 3D computer graphics. That's why it's so much fun to hear someone who DOES know break down why one of my favorite games falls short visually. PL:A was a blast to play, so hopefully Scarlet and Violet carry that over and look better to boot!
The tiling issue of the water is also visible when looking at the ocean, although it’s less distracting because at least you have a horizon to create some immersion
That was such a great explanation for me, a casual person with no graphics experience. I think if someone showed this to GameFreak they would fix the issues immediately and that would be amazing. I can only hope that they would patch the game so that it looks a bit better
I hear Japanese game devs kinda live in a bubble and don't want help from westerners or other Japanese studios. That's probably why it took Game Freak this long and the graphics look like ass. If they were given enough time and consulted with the studio responsible for BOTW, it would have been a better experience. However, my guess is that they would be counting on making improvements gradually every after their annual release schedule just like the other pokemon games before it.
Ha, you wish. All devs wish this. You don't really get to unless the game is a live service. But as of now that team is probably either crunching on SV or the inevitable DLC expansions after SV's release.
Crysis did a lot of CPU intensive operations to prepare the data used to render its water. Unfortunately, mobile CPUs are horrible even compared to decade old desktop CPUs, so you'd be surprised at how limited you can be doing stuff on them. It's partially because later CPUs (and pretty much all mobile CPUs, for heat reasons) went multicore, but parallelizing some of these techniques is either impractical or doesn't actually get you faster results. We're just getting over that hump in the 2020's hardware wise, but it's still a common bottleneck. And the Switch is stuck with 2016 hardware. Maube next generation (if they are sticking with hybrid).
This is the first and only PLA criticism video I've seen that presents both an understanding of how games are made + genuine criticism + possible solutions in a calm and measured way, while not just dunking on the game completely. PLA is an excellent Pokemon game and I don't feel like the graphics take away THAT much from the enjoyment, so it's nice to see someone calmly point that out while also acknowledging that it does have some issues.
I haven’t seen a comment about it but I think maybe a reason for the grass being lighter at the bottom could be due in part to grass when sprouting tends to be lighter at the bottom. I’m not sure if this applies to every type of grass or only some but I’m growing some cat grass in a pot right now and it’s white when it first sprout then becomes a yellow and a green the higher up it goes, though it is very close to the dirt where the white and yellow are so it’s not as though the amount of light colour there makes sense especially in comparison to the height of the grass there. Side note: I do agree that your solution looks better
Stupendous video that introduced me to your channel. Love your design taste and in-depth knowledge! Subbed, and would love a continuation of this series
I love these video's where you teach us the right thing, instead of a whole tutorial about HOW to do it. You provide the WHY.. THere's a lot of value in combining that with humor, and you do that very f'ing good.
With the tree shadows they probably are still using shadow maps, but they're probably pre-culling the objects to the camera frustum, which is a very common mistake to make.
The fact that you clearly like Asano's work perfectly makes sence. Inio Asano is probably ma favourite mangaka, and i also like your content. Great video btw.
I've been playing the game the past week, and I have to say the game is great and pretty entertaining, this is the first time I've ever played a 3D pokemon game and tbh the pokemon is what makes the game feel more alive, if there's nothing I can see why it may look bad, but it's not like the game is awful to the point of making it unenjoyable, I had really low expectations about the game, but I'd say it's actually pretty worth it.
I'm fairly new to 3d stuff and this video answered a lot of questions i had about the game. i'd love if you delved deeper into the pokemon series. I see quite a few games on the switch with really nice lighting, shading and textures and then there's pokemon... (excluding snap and pokken tournament, which look great in comparison)
"why is the ground so fucking shiny" is honestly the thing that put me off of Breath of the Wild for so long. When it's raining or the sun is at specific angles, the specular lighting is soooo distracting. I can't figure out why the art team said "yeah yes good that's what we want"
9:32 Uhmmmm.. Yeaaaa.... Jokes.. Aside I stumbled in your channel when I got curious about this same topic on why does BotW/TotK can render decent grass and foliage while mainting decent enough performance and resolution while Pokemon can't even be bothered. Your humour was really refreshing since alot of this stuff when explained can be really "Term-heavy" and can be boring for people like me who doesn't know alot about this stuff, but you explained it really well imho while keeping it entertaining. 👌
@@vivid8979 It's the unfortunate reality of being a multi media franchise. Games have gotten way harder to make, but pokemon still has multiple other release schedules that the games have to abide by like new seasons of the anime, new tcg sets, etc. In order to create a truly good game then the anime and tcg would have to be delayed by several years.
I think the game should do random calculations to generate the water surface and look instead of using a texture. Sometimes things work better when using simulation.
I would love to see an example of how Pokemon COULD look if modeled correctly. Obviously doing something huge would be very time-consuming, but an example of a single scene would be really cool.
Please do more, this was great and I subbed! This is what I've always wanted, for someone to break down why some games look awful from a technical point of view and suggesting possible improvements -- it's why I like Digital Foundary. But honestly, I _was_ expecting you to actually _implement_ those improvements and was waiting for either a mod for the game that fixed those issues _or_ a simulation/video editing to show the improvements. Other than the edited grass root gradient (which made the grass look 10x better already!), there's a lot to desired 😅 But thanks for making this, I just can't fathom how GameFreak can make such obvious "bad decisions" when you made that grass look so much better by literally just changing the colors.
My next video is going to be this same type of video for final fantasy xiv and I actually do mod the game to fix it, which is what I wanted to do for this vid but idk how to mod switch games lol Thank you for watching!
A lot of the issues could probably be fixed by having a simpler, more cartoonish style (something akin to Wind Waker, though maybe not _that_ cartoonish) instead of trying to look realistic and failing because of low resolution and weird lighting.
Thank you for making a video that actually includes constructive criticism about this game. It's not the prettiest game on the switch but I'm getting tired of seeing all those hate and nitpicking videos about every Pokemon game since Sword and Shield. I'm glad I've finally found someone who criticizes those games on an objective and fair basis. This was very informative! Great job!
I think you gotta be a little bit delusional not to see how much better scarlet and violet looks visually compared to this game namely the grass and textures are much better
I noticed a spotlight on the lake while the camera was moving it made the lake more visible but also made the water look bad, if it's not necessary then simply removing it would help the issue.
Great video dude I'm definitely subscribing! Tho the water critique isnt a cherry pic or nitpick And the textures in other Nintendo Switch games are much better Xenoblade 2 (2017) is a great example of that
This game get's even more ridiculous when you consider the fact that CD Project Red made the Witcher 3 run on a switch and it looks awesome and can plays above 30FPS.
In defense of Game Freak, it was their first time stepping their toes on a third person action RPG, and had to develop the game and engine at the same time. I remember Valve had that problem when they were making Half-Life 2, where building the game and the engine at the same time caused plenty of delays for them. At least for the case of the Witcher 3 on Switch, since the game's complete, their only task is to scale it down to work with Switch hardware. Unfortunately, they had faced issues with Cyberpunk because there are too many new features in the game that their engine didn't handle before and had to be written during the development of the game.
a solution ive found for the water texturing tile issue that works somewhat effectively is fog effects or depth of field, such that from far away the texture cant be seen as well when it repeats.
I'm sure their shadows use the same technique as you described. The main difference being how they cull the objects drawn in the shadow map. The thing is, a directional light like the sun usually uses an ortographic projection as shadow, which has two problems: You need to specify where it begins and ends, and if the beginning is too far from the camera, you need to limit what things are drawn because many will probably not be visible on camera. The crude solution is just to put it some arbitrary distance away from the camera and call it a day. Which is a rather small distance when trying to run it with a very low spec hardware...
This game should use baked lighting for the world and real time shadows for dynamic objects. This can improve performance and look better. This technique used in 7th gen games like Devil May Cry 4, Metal Gear Rising and Left For Dead 2
I overall quite liked the grapihcs of the game, but I definitely had some gripes. when I first saw the shiny pink on every surface in Obsidian Fieldlands, I thought it surely had to be a graphical glitch
I think the biggest problem is ones most fans have already said which is were all fine waiting. We would prefer if the team wasn’t overworked and rushed to get a game out so they could take their time and make the game look good and honestly wouldn’t be shocked if the devs wanted to make 5his game look better, but were just so short on time
I very much agree with you, this might be my favourite pokemon game ever, which is why it is *such* a shame that the graphics are this bad. I genuinely found the gameplay so fun though.
Graphical fidelity is just one half of the equation. I feel like they could've made up for the lackluster graphics with solid art direction and environmental design, but the world just feels extremely drab and boring with little to no points of interest. It's quite disappointing on both of those fronts. It looks incohesive in terms of style; the character designs are cartoony, fun and colorful whereas the world design leans a bit too far into realism in terms of design-like it lacks a 'style' befitting of a pokemon game. I wish GF would take some inspiration from Genshin Impact's art direction/world design as I feel like they do a great job designing stylized, interesting and colorful landscapes that make you want to explore the world.
The tiling of the water at a distance is solvable by using stochastic texture sampling, which is a pretty straightforward thing to do, though requires a few extra texture samples. In this case, I think it would have been worth it.
You're totally right, I'm not sure how I haven't heard of this.
The extra texture samples wouldn't be that big of a deal I don't think, I assume they're already doing this for the terrain texturing too.
@@Acerola_t It's such an easy thing, and I'm always so surprised at how many AAA games fail to use it in really obvious instances like terrain or water texturing.
@@tdif3197 I'll have to implement the effect sometime soon! Thanks for telling me about it.
Another cheap method is to just sample the same texture multiple times and just scaling up the uv coordinate by a non-even scalar. And then averaging. It means you can break up the pattern a bit. There's an awesome video that talks about how nintendo has done similar stuff to this in the past. /watch?v=8rCRsOLiO7k&ab_channel=Jasper
Not as nice as a stochastic sampling but helps a bit.
EDIT: Didn't see the post immediately underneath this one XD...
This can be a lesson not to make stupid statements like "this is unfixable" and "this it the only way to solve it".
Honestly the whole game just kind of has that first time game dev feel (which I'm assuming doesn't come from the incompetence of the devs but rather a lack of resources/time given by higher ups) which is a shame considering how huge the franchise is.
that sums up my gripe pretty well. spot on.
it could also be that, from what i understand, lots of leople got laid off after the fiasco of SwSh
The size of the franchise is the games downfall imo, Pokémon has outgrown Gamefreak several times over. They are chained to a tight release schedule alongside all of the other merchandise like TCG, plushies, anime etc and because of that they can never delay the games to improve them or set their own timeframe. There's a common trend these days of 'good' games generally being games that delayed their release, but Gamefreak will never get that opportunity because Pokémon is a global franchise with many components. All of the mainline games since Gen 6 onward have telltale signs of cut content. Its a shame because I love the games.
For me, there is no excuse. Bitches be selling 2 versions of the same game every time. They got enough money to throw at their problems.
@@JoeDraws5 Nah I blame the "Lets split up our main team and interns." mentality the Main team worked on XY and SWSH while the interns did ... every other game and it shows. This game was a rush job after they decided to drop this mentality after SWSH imploded hard. Far better game with no stupid gimmicks just a new good looking engine.
I have worries that they returned to the Split teams shit again with SV especially since new gimmick is back and worse than ever. The Gameplay of battles in PLA was a huge improvement visually but it looks like we are returning to tiny spawned arenas of old again.
Game was so hard to go through if you understand how lighting, shadows, yada yada works especially. The caves are the worst in my opinion with the white static around the models.
Yeah I randomly discovered the white static is actually an MSAA artifact and happens on default Unity projects if you dont disable their built in MSAA. It was causing my bloom in the elden ring video to freak the fuck out since the white pixels would appear and disappear and get bloomed.
Yeah, the white static on the models really got to me. Especially when Ingo was walking in the cave since it was so heavily pronounced around his black uniform.
@@stingrae919 dude it looked so bad, I tried so hard to ignore it because I enjoyed the game but damn did it look sloppy 😭
I think it's reasonable to be upset at a pokemon game looking this bad considering there's better looking games on the same console, and Pokemon as a franchise rakes in obscene amounts of money. No hate on the developers themselves, this disappointing graphical executions could probably be blamed almost entirely on higher ups not wanting to part with their money bags because they know a Pokemon game will make a return no matter what. Pokemon has incredible potential that just isn't being realized because its already succeeded too hard.
absolutely, unfortunately even if the graphical stuff is fixed the gameplay is still arguably no more engaging than the original pokemons and in my opinion worse than the originals.
To be fair, botw take 5 years to make, while this game only took 1
@@banned2638 SwSh took 3 and the group that handled let's go made legends so 3 years for this lines up nicely. The issue is the core development team is really small and has to use lots of outsourcing. They probably aren't given a AAA worthy budget despite Pokemon games normally being in the top 3 for best selling games of the year.
@@jamesalexander5559 not to mention the development team is small by CHOICE, which makes things even worse
@@sylvyboi given how the intern "team B" has made good looking stuff and decent games over the Core "Team A" with only a 3 man difference and no outsourcing just reusing old assets. Gotta say Core team is the bad team.
I think part of the design of the trees (and much of the game) is meant to reflect traditional Japanese and Chinese ink art that was more minimalist but if they were going to go in that direction, they probably should have exaggerated it even more.
Exactly! You don’t have to have stunning graphics for a game to look good! take Zelda Windwaker, because of its style, it looks good even as a GameCube game. The problem with a lot of modern Pokémon games is that they half ass realism, creating almost an uncanny valley effect
There was a moment in the trailer where it transitioned from the game's style to the cover art's style (much more painted,) and I feel like there was a point in that spectrum where it *hit it.* I kinda like the style of the Pokemon Mystery Dungeon game on the switch.
@@AppleIPie exactly like mystery dungeon!
Okami did it very well, but the map is very small.
@@pippastrelle apart from mystery dungeon does it whilst also looking good
Besides poor texture quality and lighting issues, the game is absurdly lacking in detail and aesthetic sense. It looks like an early alpha because that's pretty much what it is; The game needed at least another year in development, possibly more.
And if they are struggling due to an in-house engine, maybe it's time to start investing in an external engine.
The reason the shadow maps aren't baked is because the game has a dynamic day/night cycle, since the sun moves slightly each frame, the scene is redrawn to the shadow map each frame. The unfortunate consequence is that when trees are culled by the view frustum they are not being drawn to the shadow map. The solution is to cull based on distance to the camera when drawing the scene to the shadow map, and view cull when drawing the scene to the framebuffer / swapchain. They may have opted not to do this if looping all of the cullable geometry was expensive, or they might have just decided not to bother and felt that it wasn't something important.
Interestingly ambitious for a pokemon game. But it probably wasn't the best tradeoff.
It probably would have saved a lot of resources in the lighting using some older trickery, like how Jak and Daxter in 2002 simply had 8 or so different lighting phases with a short transition to mimic dynamic environmental lighting.
My take on the graphics for this game (and possibly Scarlet and VIolet since the environments there also looks iffy):
1. Gamefreak needs to hire more people for environment design and rendering
2. The developers really need to be given more time, they've been releasing these huge games back to back and it's starting to show in terms of the quality
100% agree they keep forcing out unpolished games :(
Scarlet and Violet look much worse than Arceus
The water can actually be solved VERY easily using micro and macro variation
It's also fairly low cost
Essentially, Instead of using a single sized displacement map, you can make variations of it at different sizes and rotations, and layer them on top of one another
It does a pretty fine job of breaking up the pattern at a distance
Yup: Texture Bombing is the way to go
The biggest problem with the graphics is the fact that pokemon has a yearly release schedule
I agree!
Time is the biggest budget. People keep bringing up BOTW but also seem to wonder why it's sequel is taking so long. Almost like you don't get crazy graphics without basically being a once per generation project. (and BOTW2 confirmed to be using the same overworld, so "most of the work is already done" as they would put it... Yeah, that's not how it works)
@@raze2012_ Well, I wouldn't mind to have only 2-3 pokemon games for generation instead of 3 different pokemon games in just over a year. Just like any other videogame franchise does...
@@armandostockvideos8386 I'm sure many would. But pokemon, COD, and yearly sports franchises are basically the only projects that can not only stay yearly but practically guarantee 10m+ copies per main game. We'd see a lot more licensed games and spinoffs if other studios could get away with it. Instead most seem to have tried experimenting more on one big GaaS, GTA style.
The only real difference is that COD works on "main games" every year staggered between 3 studios. Pokemon doesn't technically have main games every year, but instead 3+ spinoffs per year between the generations. The "main" pokemon games are technically 3 years apart because of that, but I guess people considering LGPE/BDSP/Arceus as main status is up for debate.
@@raze2012_ LGPE, BDSP, and PLA are main series games. It’s not up for debate.
The thing that bugged me the most was the character textures. The clothes, and even hair of some were just terrible. Especially Adaman. I can't even look at him. Even of handheld they look bad. It's like they didn't realise that at some point you'd have cutscenes where you get closeups of certain characters and didn't think to accommodate for that.
I can assure you they're well aware of it lol
Textures are tough because the larger they are the slower your game's performance and the file size of your game will increase exponentially
@@Acerola_t What bums me out with something like Adaman though is that he's a new character, in the third Pokemon Switch game they've created. They should have known their limitations by now.
There was no reason to design him in a way that makes him so hard to texture well, within their limits. The Pokemon for the most part look good, the normal NPCs look alright, but then you get someone like him where they added all these details in his outfit that require a higher texture and look blurry or choppy, it just sticks out more. Especially when it's a defining feature like his hair or his jacket.
Liam's clothes might not look great but you get drawn into his face and head with that goofy hat, and you don't really spend much time with this character anyway. Adaman shows up constantly and his most defining features are some of his worst ones. It sticks out much more. They should have done better.
They could've made a separate model with better texture (or just swap the texture), and use it exclusively on cutscene. GTA SA did exactly this and that was 2004, so there's no excuse.
@@Acerola_t yeah, but it's not like this game is some massive, unprecedently large game. There are games on the switch with more textures, higher fidelity textures, and made with a lower budget
4:47
I say: Don't do culling just based off of objects, do it also based off of shadows; so if the object isn't in view but the shadow is, don't cull it.
...if they can figure out how to do that
I'd really just appreciate it if Gamefreak hired some more people with the insane money Pokémon brings in so they CAN optimize the game and push the system to its limits without having it blow up in smoke
I know BoTW had almost twice the development time but it really doesn't make me feel better when BoTW, a launch title, can have higher and more consistent graphical fidelity than PLA
SV looks like it'll be better with the new 3D models actually made to be used without an outline on them and HOPEFULLY any cave sections will have the assets properly placed so I cannot see into the white void the entirety of the cave's map is sitting in
Fair but they get most of their cash from plushies anyways, i think that that would make them lose money
"the next game will probably look much better"
that aged lol
The thing that bothers me the most about this game's visuals is the extremely over-pronounced fresnel effect on everything. It just has that look of 'realtime lit unity game without proper reflection probes set up'
In terms of color choice, I think the water, the sky, and the fog could all be more saturated, otherwise it’s like the sky is always kind of overcast
the lightning in this game just feels off. watching your video made me realize it’s the ambient lightning!
seeing the edited tall grass made me gasp, it looks so much better
also, about the low quality textures:
my issue is not that they exist, but where they are used.
like on Laventon’s coat, there’s an EXTREMELY blurry Galaxy Team icon, despite higher resolution icons being present _all over the game_
5:05 An easy solution would be to still render objects offscreen, but _only_ within a certain radius of the player, so that shadows within their view will still appear.
9:32 "I expect the next game in the series to look much better"
gamefreak: yeah about that......
There's a lot better about the new games, textures and grass for instance look much nicer.
But yeah, still a lot left to be desired lol
I think better lighting on the water would go a long way to making it look better from afar. It's weird that the glare follows the camera so much and that's so massive and bright.
Great video, also "I expect he next game to look much better"... ouch
there's a lot that improved graphics wise, I'd make a vid on it if I had the time but unfortunately I do not.
I'd love a second part to this where you go over the other issues you highlighted at the end of the video, great work.
Jasper has a video explaining how Nintendo addressed the water issue back on the GameCube. By creating storing custom textures in the mipmaps, different textures can swap in and out based on distance for "free". Effect could also be done in a shader.
th-cam.com/video/2wpQ8dVXum8/w-d-xo.html
I feel bad for the developers of this game, cause they obviously put a lot of love into it! Even with the new style, it still feels like a Pokémon game, but not just *a* Pokémon game.
I'm willing to bet that they wanted the game to look better, but were being rushed, leading to them focusing more of the game play and story.
This would explain why the grass gets lighter at the bottom, maybe they planned to do something like what you mentioned, and made the grass lighter at the bottom so they could blend the texture color into it.
I think the issue with shiny terrain is more to do with normal maps than it is actual specularity. When you have extreme normal maps, you can end up with pixels whose normals are facing away from you, or that have normals that are perpendicular to the camera. Normally this can't happen, so it causes weird shader artifacts when it does, which tends to make things look shiny even when they aren't
It's exactly this, there aren't any specular highlights in the terrain shader (or really any other shader in the game) and you can even see the craziness of the normal maps in one of the screenshots
To fix the disappearing shadows, how about making objects stop rendering by distance from the player instead of camera angle? Or just doing that only for the trees and tall objects?
Depends on the graphics budget. This and SwSh seem to aggressively LOD/cull it's assets, so maybe they legitimately couldn't handle it without tanking the framerate
Player-Distance could work. You could also increase the MeshRenderer Bounds to include the shadow (if the sun isn't moving maybe?) or give it an offset based on sun angle to avoid the culling when the shadow is in view.
im so glad to find a video about this game that reconises its faults and gives sulotions in a calm and organized way
I have hundreds of hours in legends Arceus at this point (I go outside I swear) and there are two other things I would point to as big visual issues, that I’m a bit surprised you didn’t talk about.
1, the absolutely dogshit render distance. I know you talked about the trees, but it’s not just that. Everything has that issue. Things will load in a few feet from your face, pokemon will make noises but not be visible, and the landscape forms behind you on braviary. In the literal first few seconds of gameplay, there’s a rock that loads in right as you walk past. The issue with the water happens to the cliffs as well. The textures either don’t scale well and look weird, or entire mountains will suddenly change how they look as you get closer. This sort of thing has been the biggest issue for me playing. Your note about the lake being the only issue with water isn’t true either. After braviary, almost all the water in the game has the exact same problem. It’s distracting and pretty ugly.
2, the drab colors. The most colorful area is the first one. And that area feels dull already. This might be just my opinion, but every time I looked out over the landscape it felt dull and kinda gross. The greys and browns are everywhere and the greens feel dead. Not to mention the mud areas look like crap (literally). The colors are so visually uninteresting and it made me frequently annoyed.
So yeah, the game really doesn’t look great imo. Not to do the overdone thing and compare it to zelda, but like, dude. Come on. BotW is such a beautiful game. Even other games like Genshin Impact look wayyyy better. Even comparing it to pokemon, the map in USUM looked so much better. That might not be a fair comparison bc they aren’t open world, but legends isn’t either. You would think the area system would give them more room to make each area visually interesting and instead they’re all so boring. That’s just my opinion though. I think that people complaining are fully in the right to do so, because pokemon has the resources to do better, but they just don’t. Here’s to hoping Scarlet and Violet address these issues.
Amazing video! what is really frustrating is the fact that some of this solutions seem really easy to fix at least for a game studio that has more than 10 people working on it.
You make a great breakdown of this. thank you.
Lake Verity issue is actually pretty simple to fix: Use 2 normal/distortion map based on the distance to the water: One for when seen close/very close, and one for viewed from far away. Make it blend accordingly to the distance to the camera and you get a pretty good result
I thought about the detail map solution but it would have the same tiling issue, the water looks fine when viewed close up but for far away you would need an absurdly large texture to avoid noticeable texture tiling.
Other comments have proposed the proper solution, stochastic texture sampling, which I was unaware of.
@@Acerola_t Oh yes! I completely forgot about this method. I used it once on a Blender project for rendering an animation. It's the one that "projects many textures on a plane and makes a kind of collage" effect to avoid tilling? Pretty clever!
@@Acerola_t An alternate solution that is frequently used is octave tiling, where you also just upscale the texture being repeated and blend, you can do this multiple times (i.e multiple octaves) and you get fine grain high detail repeating frequently with larger detail repeating more sparsely. This is usually sufficient to trick the eye because it does just enough to break up the repetitive patterns. This is also significantly faster than stochastic tiling.
I really feel like I'm in the minority here, but the graphical limitations really ruined this game for me, I stopped playing after like 15-20 hours of forcing it... and it's not JUST graphics I care about (I put more time into Vampire Survivors for example) It really comes down to what they were TRYING to do vs. how short they came up. Pokemon only spawn in within like 7 feet of the character, so if you stand on a medium sized rock and look across the field, it looks like an early tech demo of the switch rather than a AAA game release -- almost nothing is rendered in the medium to long distance. I would have preferred the game got delayed a year and then released with more polish.
That’s not a minority that everyone on twitter
Very pleased by how the vid approaches these topics. Usually in the Pokémon Fandom it feels like people tend to either love a game and deny any flaws or absolutely hate a game beyond reason, so its genuinely pretty great to have a vid that looks at the game's flaws and approaches it with a "Here's how I think they could've done better, but some of it is not so big of a big deal" point of view
8:30 you can imply some noise on shader level and will be looking much better
Unironically every time i saw something about this game i thought "i wonder what acerola's take on this is?" thanks for the answer.
Really great video! This shows what's justified about the criticisms of the graphics - sure it's not gonna look like an Xbox or PS game, maybe it's not even fair to expect it to look as good as botw, but the things you mention seem to be pretty easy to fix and they make the game look quite a bit better!!
I know basically nothing about visual art, let alone 3D computer graphics. That's why it's so much fun to hear someone who DOES know break down why one of my favorite games falls short visually. PL:A was a blast to play, so hopefully Scarlet and Violet carry that over and look better to boot!
I appreciate the actual measured critique of the graphics of this game.
The tiling issue of the water is also visible when looking at the ocean, although it’s less distracting because at least you have a horizon to create some immersion
"...or can they?" *vsauce music starts*
That was such a great explanation for me, a casual person with no graphics experience. I think if someone showed this to GameFreak they would fix the issues immediately and that would be amazing. I can only hope that they would patch the game so that it looks a bit better
Thanks! The goal of my content is to introduce a wide variety of people to the complex world of graphics so I'm glad you enjoyed.
I hear Japanese game devs kinda live in a bubble and don't want help from westerners or other Japanese studios. That's probably why it took Game Freak this long and the graphics look like ass. If they were given enough time and consulted with the studio responsible for BOTW, it would have been a better experience.
However, my guess is that they would be counting on making improvements gradually every after their annual release schedule just like the other pokemon games before it.
@@triadwarfare in other words: some japanese developers are stubborn
Ha, you wish. All devs wish this. You don't really get to unless the game is a live service.
But as of now that team is probably either crunching on SV or the inevitable DLC expansions after SV's release.
Wonderful video, a super great watch - but the example image at 5:40 is from Fortnite, not WoW.
I'm pretty sure my friend took the pic in wow lol
@@Acerola_t Not to be a bitch, but the character is holding a machine gun. The skin used is Cube Queen from Fortnite Chapter 2 Season 7.
@@Acerola_t It is most definitely Fortnite 😅
That water problem is something that i see for many open world games on the Switch. Somehow Crysis from 2007 still has better water.
Crysis did a lot of CPU intensive operations to prepare the data used to render its water. Unfortunately, mobile CPUs are horrible even compared to decade old desktop CPUs, so you'd be surprised at how limited you can be doing stuff on them. It's partially because later CPUs (and pretty much all mobile CPUs, for heat reasons) went multicore, but parallelizing some of these techniques is either impractical or doesn't actually get you faster results.
We're just getting over that hump in the 2020's hardware wise, but it's still a common bottleneck. And the Switch is stuck with 2016 hardware. Maube next generation (if they are sticking with hybrid).
This is the first and only PLA criticism video I've seen that presents both an understanding of how games are made + genuine criticism + possible solutions in a calm and measured way, while not just dunking on the game completely. PLA is an excellent Pokemon game and I don't feel like the graphics take away THAT much from the enjoyment, so it's nice to see someone calmly point that out while also acknowledging that it does have some issues.
I haven’t seen a comment about it but I think maybe a reason for the grass being lighter at the bottom could be due in part to grass when sprouting tends to be lighter at the bottom. I’m not sure if this applies to every type of grass or only some but I’m growing some cat grass in a pot right now and it’s white when it first sprout then becomes a yellow and a green the higher up it goes, though it is very close to the dirt where the white and yellow are so it’s not as though the amount of light colour there makes sense especially in comparison to the height of the grass there.
Side note: I do agree that your solution looks better
I think it looks pretty good for an N64 game ;)
It's amazing that a game studio with so much money can have so little talent.
Money matters very little when you are given no time to make something.
Stupendous video that introduced me to your channel. Love your design taste and in-depth knowledge! Subbed, and would love a continuation of this series
I love these video's where you teach us the right thing, instead of a whole tutorial about HOW to do it. You provide the WHY.. THere's a lot of value in combining that with humor, and you do that very f'ing good.
With the tree shadows they probably are still using shadow maps, but they're probably pre-culling the objects to the camera frustum, which is a very common mistake to make.
and easy to miss if you don't often stand in place and rotate the camera while looking at the ground!
I heard they says if you comments on a video, the algorithm will works. Please works, Acerola needs to blows up!
The fact that you clearly like Asano's work perfectly makes sence. Inio Asano is probably ma favourite mangaka, and i also like your content.
Great video btw.
I'm so glad there are many people out there fixing the graphics and issues, showing the pokemon company what they're missing out on.
This is how all criticism should be 😂 not just pointing to the Problem, but also offering solutions and explanations...
I've been playing the game the past week, and I have to say the game is great and pretty entertaining, this is the first time I've ever played a 3D pokemon game and tbh the pokemon is what makes the game feel more alive, if there's nothing I can see why it may look bad, but it's not like the game is awful to the point of making it unenjoyable, I had really low expectations about the game, but I'd say it's actually pretty worth it.
9:32 that didnt age well...
An egregious thing I saw about the water was that the huge specular highlight was completely static!!
-Even Sonic Boom: Rise of Lyric didn't do that.-
I'm fairly new to 3d stuff and this video answered a lot of questions i had about the game. i'd love if you delved deeper into the pokemon series. I see quite a few games on the switch with really nice lighting, shading and textures and then there's pokemon... (excluding snap and pokken tournament, which look great in comparison)
I like this idea as it can give me some insight of what not to do and what I can do to improve if I come across these problems by accident
"I expect the next game to look much better" 😂
"why is the ground so fucking shiny" is honestly the thing that put me off of Breath of the Wild for so long. When it's raining or the sun is at specific angles, the specular lighting is soooo distracting. I can't figure out why the art team said "yeah yes good that's what we want"
The comment at 9:33 about the next game “looking much better” aged really poorly with how S&V turned out.
I think it did some things better, but I was expecting a jump like x/y -> sun and moon, unfortunately that is not what we got lol
9:32 Uhmmmm.. Yeaaaa....
Jokes.. Aside I stumbled in your channel when I got curious about this same topic on why does BotW/TotK can render decent grass and foliage while mainting decent enough performance and resolution while Pokemon can't even be bothered. Your humour was really refreshing since alot of this stuff when explained can be really "Term-heavy" and can be boring for people like me who doesn't know alot about this stuff, but you explained it really well imho while keeping it entertaining. 👌
the big difference is that these pokemon games are made in like a year, while botw and totk took 5ish years each lol
@@Acerola_t Yea.. That's fair I guess. It's just sad that the Pokemon games are treated like a cash cow rather than a passion project these days..
@@vivid8979 It's the unfortunate reality of being a multi media franchise. Games have gotten way harder to make, but pokemon still has multiple other release schedules that the games have to abide by like new seasons of the anime, new tcg sets, etc. In order to create a truly good game then the anime and tcg would have to be delayed by several years.
I think the game should do random calculations to generate the water surface and look instead of using a texture. Sometimes things work better when using simulation.
new to the channel, i thought the intro card said areola at first.
I would love to see an example of how Pokemon COULD look if modeled correctly. Obviously doing something huge would be very time-consuming, but an example of a single scene would be really cool.
Please do more, this was great and I subbed!
This is what I've always wanted, for someone to break down why some games look awful from a technical point of view and suggesting possible improvements -- it's why I like Digital Foundary. But honestly, I _was_ expecting you to actually _implement_ those improvements and was waiting for either a mod for the game that fixed those issues _or_ a simulation/video editing to show the improvements. Other than the edited grass root gradient (which made the grass look 10x better already!), there's a lot to desired 😅 But thanks for making this, I just can't fathom how GameFreak can make such obvious "bad decisions" when you made that grass look so much better by literally just changing the colors.
My next video is going to be this same type of video for final fantasy xiv and I actually do mod the game to fix it, which is what I wanted to do for this vid but idk how to mod switch games lol
Thank you for watching!
@@Acerola_t Thanks for the effort and thought, that's what counts 😇
The disappearing shadows are absolutely pathetic.
A lot of the issues could probably be fixed by having a simpler, more cartoonish style (something akin to Wind Waker, though maybe not _that_ cartoonish) instead of trying to look realistic and failing because of low resolution and weird lighting.
Thank you for making a video that actually includes constructive criticism about this game.
It's not the prettiest game on the switch but I'm getting tired of seeing all those hate and nitpicking videos about every Pokemon game since Sword and Shield. I'm glad I've finally found someone who criticizes those games on an objective and fair basis.
This was very informative! Great job!
Looking forward to SV as trailers do seem to tackle at least few of those issues.
Yeah I'm excited to make a comparison video
This video aged like milk left in the sun on a summer day
I think you gotta be a little bit delusional not to see how much better scarlet and violet looks visually compared to this game
namely the grass and textures are much better
Wonderful video! I hope you make more of this series, I found this one very interesting :)
I noticed a spotlight on the lake while the camera was moving it made the lake more visible but also made the water look bad, if it's not necessary then simply removing it would help the issue.
Great video dude I'm definitely subscribing!
Tho the water critique isnt a cherry pic or nitpick
And the textures in other Nintendo Switch games are much better Xenoblade 2 (2017) is a great example of that
This was an incredible video! I can definitely see this channel becoming huge one day!
This game get's even more ridiculous when you consider the fact that CD Project Red made the Witcher 3 run on a switch and it looks awesome and can plays above 30FPS.
In defense of Game Freak, it was their first time stepping their toes on a third person action RPG, and had to develop the game and engine at the same time. I remember Valve had that problem when they were making Half-Life 2, where building the game and the engine at the same time caused plenty of delays for them.
At least for the case of the Witcher 3 on Switch, since the game's complete, their only task is to scale it down to work with Switch hardware.
Unfortunately, they had faced issues with Cyberpunk because there are too many new features in the game that their engine didn't handle before and had to be written during the development of the game.
a shame they couldn't get cyberpunk to work on high end pcs lol
Best channel nickname ever. Interesting content, funny videos. Good 3D creations.
This guy, is a amazing guy.
When you first said "render repair" without displaying it on the screen I understood "render a pair" which i didn't feel like needed questioning ^^
a solution ive found for the water texturing tile issue that works somewhat effectively is fog effects or depth of field, such that from far away the texture cant be seen as well when it repeats.
I'm sure their shadows use the same technique as you described. The main difference being how they cull the objects drawn in the shadow map. The thing is, a directional light like the sun usually uses an ortographic projection as shadow, which has two problems: You need to specify where it begins and ends, and if the beginning is too far from the camera, you need to limit what things are drawn because many will probably not be visible on camera. The crude solution is just to put it some arbitrary distance away from the camera and call it a day. Which is a rather small distance when trying to run it with a very low spec hardware...
Just found your channel but this is actually really cool it’s nice to find likable content like this
honestly pokemon was great too when it was 2d. pokemon was never about realistic graphics. its supposed to be stilized
Really thorough explaining! So happy I found this channel, several of your vids have been super informative
This game should use baked lighting for the world and real time shadows for dynamic objects. This can improve performance and look better. This technique used in 7th gen games like Devil May Cry 4, Metal Gear Rising and Left For Dead 2
baked lighting is used in pretty much everything.
Would be really cool if this was a series, but what other games would you cover?
My next video coming out soon is about fixing Final Fantasy XIV's graphics!
@@Acerola_t Neat, thanks for the info, didn't even know the game was out already.
@@nintara3746 the mmo not the new one
@@Acerola_t shit misread it as XVI, oops
Lmao, shoutout The Yard!
I saw that at the beginning 😂
Acerloa? Why didnt you mention all the low quality textures?
Lol, and then S/V comes out and makes this look amazing by comparison
I overall quite liked the grapihcs of the game, but I definitely had some gripes. when I first saw the shiny pink on every surface in Obsidian Fieldlands, I thought it surely had to be a graphical glitch
I think the biggest problem is ones most fans have already said which is were all fine waiting. We would prefer if the team wasn’t overworked and rushed to get a game out so they could take their time and make the game look good and honestly wouldn’t be shocked if the devs wanted to make 5his game look better, but were just so short on time
Saw my screenshot! 😄6:07 🎉
It is quite silly people are complaining when this is so much further than the 8bits it grew up from.
I very much agree with you, this might be my favourite pokemon game ever, which is why it is *such* a shame that the graphics are this bad. I genuinely found the gameplay so fun though.
From the preamble alone I'm subscribing
Thanks for articulating why the visuals of this game kinda feel off but also I'm not bothered by it too deeply.
I always appreciate the Persona 3 BGM in my tech art videos
Graphical fidelity is just one half of the equation. I feel like they could've made up for the lackluster graphics with solid art direction and environmental design, but the world just feels extremely drab and boring with little to no points of interest. It's quite disappointing on both of those fronts. It looks incohesive in terms of style; the character designs are cartoony, fun and colorful whereas the world design leans a bit too far into realism in terms of design-like it lacks a 'style' befitting of a pokemon game. I wish GF would take some inspiration from Genshin Impact's art direction/world design as I feel like they do a great job designing stylized, interesting and colorful landscapes that make you want to explore the world.
Actually there is a technique to fix the texture repetition issue of the lake, it's called "texture bombing", and it works really well.
gameplay over graphics my dude
still it's 2022 and we got a 2006 Wii graphic nostalgia
render repair for scarlet and violet!
It'll probably be the same criticisms lol but maybe by then I'll be much cooler and I can actually do switch texture hacking