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What's The Point In HQ Kits?

MaxGoal

Club Supporter
Hi there.

I wonder what the pint in hq kits is. Do they really look better ingame? Do you see a difference in 1080p resolution, or will there onbly be one in higher resolutions like 4k? I mean the kits in FIFA really could be of higher resolution. I find the normal ones not very contemporary.

And can I implement hq kits the same way as normal kits?

I'm asking because Creation Master always complained about a wrong format when for example I mixed up the png files (e.g. shorts with kit).
 

iard68

Reserve Team
MaxGoal;3879446 said:
Hi there.

I wonder what the pint in hq kits is. Do they really look better ingame? Do you see a difference in 1080p resolution, or will there onbly be one in higher resolutions like 4k? I mean the kits in FIFA really could be of higher resolution. I find the normal ones not very contemporary.

And can I implement hq kits the same way as normal kits?

I'm asking because Creation Master always complained about a wrong format when for example I mixed up the png files (e.g. shorts with kit).


Ooh ... sometimes I see someone come to understand...

What can serve a texture in 2gk, 2048x3072 (or even larger), if the game will have to render it in a much lower number of pixels?

To be clear, assuming you play at a resolution of 4K (4096×3112) and so assuming also that you have a monitor or a television of last generation, in order to appreciate the details of the kit in 2gk, the player should fully occupy half of the screen, no less... (!!)
The standard size of the texture of a kit (1024x1536 shirt+short) is fully displayed only when the "player" is shown in a quarter-screen, full-resolution!
Whereas this does not happen practically never (maybe, sometimes, after a goal?) and that instead, we will deal, always, memory at double the normal with obvious impact on performance, (besides the fact that the processor will still have to adapt great textures on smaller models), it is evident that the textures very high resolution are always counterproductive and they are not to be recommended unless you have computers and screens of the highest level.
 

MaxGoal

Club Supporter
Thanks for your reply.

Well, I play at the bog standard 1080p resolution. But still the kits appear quite pixelated to me. It's very obvious when I zoom in when watching an instant replay. But it's not only then.

I mean the resolution of the kits is even too low to show an accurate adidas logo on the chest.

It's true, most of the time, players are too far away so the human eye won't recognise that, but at some points it does. Well, at least mine does. Can't tell about others.

HD format is the standard one these days, so in my opinion everything in the game should be made for that sort of format. I think it should be possible to zoom in view a sharp club and supplier logo. The fact that most of the time (doesn't mean "always") the players are just so far away fro mthe virtual camera, is no reason to have such pixelated kits.

BTW: Isn't this how anti alias or rather MSAA works? As far as I know (in case of MSAA x8) the screen or frame is calculated in eightfold resolution and then again downsampled in order to have a sharper and less pixelated frame.


Furthermore I'm not sure whether it's really necessary to have half of the screen covered by a player (nevertheless the game should be "prepared" for situations like that) in order to get the use out of a high resolution kit. When I take a look at the cinematic scenes, e.g. when a player gets booked, I can't really read the adidas lettering on a kit, I can just assume it. But my eyes are definitely good enough to be able to read it in these situations - provided the kit is of sufficient resolution.



I can't be that wrong, can I?
 

riesscar

Fan Favourite
Staff member
Moderator
MaxGoal;3879651 said:
Thanks for your reply.

Well, I play at the bog standard 1080p resolution. But still the kits appear quite pixelated to me. It's very obvious when I zoom in when watching an instant replay. But it's not only then.

I mean the resolution of the kits is even too low to show an accurate adidas logo on the chest.

It's true, most of the time, players are too far away so the human eye won't recognise that, but at some points it does. Well, at least mine does. Can't tell about others.

HD format is the standard one these days, so in my opinion everything in the game should be made for that sort of format. I think it should be possible to zoom in view a sharp club and supplier logo. The fact that most of the time (doesn't mean "always") the players are just so far away fro mthe virtual camera, is no reason to have such pixelated kits.

BTW: Isn't this how anti alias or rather MSAA works? As far as I know (in case of MSAA x8) the screen or frame is calculated in eightfold resolution and then again downsampled in order to have a sharper and less pixelated frame.


Furthermore I'm not sure whether it's really necessary to have half of the screen covered by a player (nevertheless the game should be "prepared" for situations like that) in order to get the use out of a high resolution kit. When I take a look at the cinematic scenes, e.g. when a player gets booked, I can't really read the adidas lettering on a kit, I can just assume it. But my eyes are definitely good enough to be able to read it in these situations - provided the kit is of sufficient resolution.



I can't be that wrong, can I?


The texture resolution only translates to pixel density (detail). Anti-aliasing attempts to smooth jagged edges by intelligently detecting edges and attempting to smooth them out.

The benefit of high res texture kits are only seen in cut scenes and screenshots. I play on a 4K monitor with a beast of a rig, but in normal gameplay the difference is so slight that I'm not sure I see one.

I think that a lot of kitmaker a edit in higher resolutions because it is easier. You can always resize the texture to 1024, but you'll need reflex files.


Sent from my iPad using Tapatalk
 

iard68

Reserve Team
MaxGoal;3879651 said:
Thanks for your reply.

Well, I play at the bog standard 1080p resolution. But still the kits appear quite pixelated to me. It's very obvious when I zoom in when watching an instant replay. But it's not only then.

I mean the resolution of the kits is even too low to show an accurate adidas logo on the chest.

It's true, most of the time, players are too far away so the human eye won't recognise that, but at some points it does. Well, at least mine does. Can't tell about others.

HD format is the standard one these days, so in my opinion everything in the game should be made for that sort of format. I think it should be possible to zoom in view a sharp club and supplier logo. The fact that most of the time (doesn't mean "always") the players are just so far away fro mthe virtual camera, is no reason to have such pixelated kits.

BTW: Isn't this how anti alias or rather MSAA works? As far as I know (in case of MSAA x8) the screen or frame is calculated in eightfold resolution and then again downsampled in order to have a sharper and less pixelated frame.


Furthermore I'm not sure whether it's really necessary to have half of the screen covered by a player (nevertheless the game should be "prepared" for situations like that) in order to get the use out of a high resolution kit. When I take a look at the cinematic scenes, e.g. when a player gets booked, I can't really read the adidas lettering on a kit, I can just assume it. But my eyes are definitely good enough to be able to read it in these situations - provided the kit is of sufficient resolution.



I can't be that wrong, can I?

From wiki:

"A unique problem occurs with downscaling. A scaling algorithm that relies on sampling a specific number of pixels would sample non-adjacent pixels when downscaling below a certain threshold, which can break the sampling and produce an unsmooth result. This can be avoided by using box sampling or a mipmap which contains many already geometrically downscaled copies. Any simple scaling algorithm can then be used on one of the prescaled copies and give an accurate result"

Therefore, a larger source image gives not necessarily the best results... Much depends on how good is the algorithm used in the reduction of the images and then the software that translates the image into dxt...

The best thing to do to remedy all these unknowns, I think, is to reduce the image ourselves using an efficient reduction plugin (photoshop has one at purpose) and then import via CM or other fifa tools (which are usually not designed from graphics professionals) the smaller image.

All this keeping in mind that in ninety-five percent of cases, all this work will be useless because the image will still be forced into 100x100px and all the details will be lost anyway!

https://en.wikipedia.org/wiki/Image_scaling
 

js121

Youth Team
iard68;3880100 said:
From wiki:

"A unique problem occurs with downscaling. A scaling algorithm that relies on sampling a specific number of pixels would sample non-adjacent pixels when downscaling below a certain threshold, which can break the sampling and produce an unsmooth result. This can be avoided by using box sampling or a mipmap which contains many already geometrically downscaled copies. Any simple scaling algorithm can then be used on one of the prescaled copies and give an accurate result"

Therefore, a larger source image gives not necessarily the best results... Much depends on how good is the algorithm used in the reduction of the images and then the software that translates the image into dxt...

The best thing to do to remedy all these unknowns, I think, is to reduce the image ourselves using an efficient reduction plugin (photoshop has one at purpose) and then import via CM or other fifa tools (which are usually not designed from graphics professionals) the smaller image.

All this keeping in mind that in ninety-five percent of cases, all this work will be useless because the image will still be forced into 100x100px and all the details will be lost anyway!

https://en.wikipedia.org/wiki/Image_scaling

Agree. I don't really see the point. The game uses specific resolutions anyways.
 

MaxGoal

Club Supporter
That why I asked whether it'S possible to implement them at all. So without having their resolution reduced.

I downloaded a HQ Bayern kit and then downscaled it using GIMP (freeware software) and ingame at least the "mia san mia" lattering on the back right below the collar was easier to read.
 


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