Maintenance for the week of November 25:
• PC/Mac: NA and EU megaservers for maintenance – November 25, 4:00AM EST (9:00 UTC) - 7:00AM EST (12:00 UTC)
• Xbox: NA and EU megaservers for maintenance – November 27, 6:00AM EST (11:00 UTC) - 9:00AM EST (14:00 UTC)
• PlayStation®: NA and EU megaservers for maintenance – November 27, 6:00AM EST (11:00 UTC) - 9:00AM EST (14:00 UTC)
Patch 1.5: FaceFX delayed on OS X
From the
PTS Patch Notes v1.5:
Improved Facial Animations
- Goodbye sock puppet mouth, hello lip-synch! We have completed the implementation of the basic FaceFX pipeline, processed over 100,000 lines of dialogue and completed the phoneme creation for all of the races in the game. Facial animations will now synchronize with the dialogue they are speaking. There are some specific monsters that are not updated yet because they do not share the standard “human” animation rig, but these will be updated in the future.
- Note: This feature is not supported on Windows XP or OSX at this time, but support will be added for them in a future update.
(emphasis mine)
Now, before someone gets their tail in a knot, here are two things to consider:
- FaceFX is available on OpenGL, and it works. I've been playing the OS X version of Deus Ex 3: Human Revolution Director's Cut lately (awesome game btw, a true successor to the original DX back from 2000), which uses FaceFx, too, and it looked really great.
- As is stated above, for every phoneme there needed to be created a fitting animation (lips, teeth, tongue) for all racial skeletons (player and NPC races). And while many, if not all, assets may be shared between platforms, Direct3D and OpenGL are still very different animals in some important aspects. My guess is that this work needs to be done again in its entirety for OpenGL, and it's a ton.
While I would sure have loved to see FaceFX coming to the OS X client with v1.5 as well, I now know that we'll get it later, and this is good enough for me.
So thank you Chris, for your continued effort, and keep up the good work!