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<generator>Blogsmith http://www.blogsmith.com/</generator><item><title><![CDATA[SWTOR Senior Community Manager responds to high-res texture concerns]]></title><link>http://massively.joystiq.com/2012/01/11/swtor-senior-community-manager-responds-to-high-res-texture-conc/</link><guid isPermaLink="true">http://massively.joystiq.com/2012/01/11/swtor-senior-community-manager-responds-to-high-res-texture-conc/</guid><comments>http://massively.joystiq.com/2012/01/11/swtor-senior-community-manager-responds-to-high-res-texture-conc/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/sci-fi/" rel="tag">Sci-fi</a>, <a href="http://massively.joystiq.com/category/bugs/" rel="tag">Bugs</a>, <a href="http://massively.joystiq.com/category/news-items/" rel="tag">News items</a>, <a href="http://massively.joystiq.com/category/star-wars-the-old-republic/" rel="tag">Star Wars: The Old Republic</a></p><div style="text-align: center; ">
	<a href="http://massively.joystiq.com/2012/01/11/stephen-reid-responds-to-questions-about-high-res-textures/"><img alt="Screenshot -- Star Wars: The Old Republic" src="http://www.blogcdn.com/massively.joystiq.com/media/2012/01/swtor-1326306791.jpg" /></a></div>
<div style="text-align: left; ">
	Many keen-eyed <a href="http://www.massively.com/category/star-wars-the-old-republic"><em>Star Wars: The Old Republic</em></a> players noticed that, while there were "low," "medium," and "high" options for the game's texture quality settings, there seemed to be only two different sets of textures, and neither of them includes the high-resolution textures seen in the game's cutscenes and conversations. As it tends to go with the MMO community, the forums were soon filled with cries of "WTFM8?"<br />
	<br />
	And thus did <a href="http://www.massively.com/tag/bioware">BioWare's</a> own Senior Community Manager <a href="http://www.massively.com/tag/stephen-reid">Stephen Reid</a> appear on the scene to clarify what exactly was happening. The low-medium-high texture quality scale is, he says, a bug, and the medium choice was never supposed to exist. So yes, the game has only two sets of textures, low- and high-resolution, but even the high-resolution textures don't look as shiny as the ones featured in <em>SWTOR</em>'s cutscenes. And so the chorus repeated, "WTFM8?"<br />
	<br />
	Reid drops a ton of technical information to explain why players can't run around with conversation-quality textures 24/7, but the fact of the matter is that an MMO could potentially have anywhere from one to who-knows-how-many people on-screen at any given time, and BioWare "discovered that using [...] 'maximum resolution' textures on in-game characters during normal gameplay could cause severe performance issues, even on powerful PCs."<br />
	<br />
	That's the short of it, but if you'd like the full, unadulterated technical breakdown, just head on over to the official forum post for more info and screaming.</div><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2012/01/11/swtor-senior-community-manager-responds-to-high-res-texture-conc/">SWTOR Senior Community Manager responds to high-res texture concerns</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Wed, 11 Jan 2012 14:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2012/01/11/swtor-senior-community-manager-responds-to-high-res-texture-conc/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/20146461/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2012/01/11/swtor-senior-community-manager-responds-to-high-res-texture-conc/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>bioware</category><category>bug</category><category>bugs</category><category>conversations</category><category>cutscene</category><category>cutscenes</category><category>ea</category><category>electronic-arts</category><category>high-res</category><category>high-res-textures</category><category>low-res</category><category>resolution</category><category>star-wars</category><category>star-wars-the-old-republic</category><category>stephen-reid</category><category>swtor</category><category>texture</category><category>textures</category><category>the-old-republic</category><category>tor</category><dc:creator><![CDATA[Matt Daniel]]></dc:creator><pubDate>Wed, 11 Jan 2012 14:00:00 EST</pubDate></item><item><title><![CDATA[Building MMO landscape scenes, part 2]]></title><link>http://massively.joystiq.com/2009/11/23/building-mmo-landscape-scenes-part-2/</link><guid isPermaLink="true">http://massively.joystiq.com/2009/11/23/building-mmo-landscape-scenes-part-2/</guid><comments>http://massively.joystiq.com/2009/11/23/building-mmo-landscape-scenes-part-2/#comments</comments><description><![CDATA[<p><a href="http://massively.joystiq.com/2009/11/23/building-mmo-landscape-scenes-part-2/" rel="bookmark">Continue reading <em>Building MMO landscape scenes, part 2</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2009/11/23/building-mmo-landscape-scenes-part-2/">Building MMO landscape scenes, part 2</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Mon, 23 Nov 2009 11:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2009/11/23/building-mmo-landscape-scenes-part-2/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19246945/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2009/11/23/building-mmo-landscape-scenes-part-2/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>age-of-conan</category><category>billboard</category><category>engine</category><category>everquest-2</category><category>everquest-ii</category><category>graphics</category><category>heightmap</category><category>lake</category><category>landscape</category><category>lighting</category><category>lod</category><category>lord-of-the-rings-online</category><category>ocean</category><category>plants</category><category>river</category><category>scenery</category><category>scenic</category><category>technology</category><category>terrain</category><category>terrain-rendering</category><category>textures</category><category>trees</category><category>water</category><category>world-of-warcraft</category><dc:creator><![CDATA[Brendan Drain]]></dc:creator><pubDate>Mon, 23 Nov 2009 11:00:00 EST</pubDate></item><item><title><![CDATA[Building MMO landscape scenes]]></title><link>http://massively.joystiq.com/2009/11/23/building-mmo-landscape-scenes/</link><guid isPermaLink="true">http://massively.joystiq.com/2009/11/23/building-mmo-landscape-scenes/</guid><comments>http://massively.joystiq.com/2009/11/23/building-mmo-landscape-scenes/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/world-of-warcraft/" rel="tag">World of Warcraft</a>, <a href="http://massively.joystiq.com/category/fantasy/" rel="tag">Fantasy</a>, <a href="http://massively.joystiq.com/category/screenshots/" rel="tag">Screenshots</a>, <a href="http://massively.joystiq.com/category/age-of-conan/" rel="tag">Age of Conan</a>, <a href="http://massively.joystiq.com/category/everquest-ii/" rel="tag">EverQuest II</a>, <a href="http://massively.joystiq.com/category/lord-of-the-rings-online/" rel="tag">Lord of the Rings Online</a>, <a href="http://massively.joystiq.com/category/mmo-industry/" rel="tag">MMO industry</a>, <a href="http://massively.joystiq.com/category/hands-on/" rel="tag">Hands-on</a>, <a href="http://massively.joystiq.com/category/academic/" rel="tag">Academic</a>, <a href="http://massively.joystiq.com/category/virtual-worlds/" rel="tag">Virtual worlds</a></p><div style="text-align: center;"><a href="http://massively.joystiq.com/bloggers/brendan-drain/"><img hspace="4" border="1" vspace="4" src="http://www.blogcdn.com/massively.joystiq.com/media/2009/11/landscape-title2.jpg" alt="" /><br />
</a></div>
Landscapes have been a staple component of almost every MMO in recent memory. With the exception of some <a href="http://massively.joystiq.com/tag/sci-fi/">sci-fi titles</a>, most MMOs take place on the land of some imagined island or continent. Some use <a href="http://www.wow.com/gallery/around-azeroth/644711/">stylised fantasy landscapes</a> that run smoothly on even low-end computers while others have managed <a href="http://massively.joystiq.com/gallery/age-of-conan-goonrushalem-city-gallery/965723/">almost photo-realistic visuals</a> at the cost of performance. But have you ever thought about what's going on behind the scenes in your favourite MMO? Most of us don't think about how the computer is actually drawing the terrain we run around on. We don't give much thought to the different ways each MMO renders the water in lakes, rivers and oceans. And just how does your computer render so many trees and plants without grinding to a halt? As part of my masters degree in computer science, I got to grips with a number of these techniques and found it a fascinating thing to learn about. Now when I play a new game or see MMO screenshots, I can't help but think about what the computer is doing in the background and how particular visual effects could have been achieved.<br />
<br />
In this technical article, I talk about some of the components of an MMO landscape scene and a few of the techniques used in creating the graphics behind them.<p><a href="http://massively.joystiq.com/2009/11/23/building-mmo-landscape-scenes/" rel="bookmark">Continue reading <em>Building MMO landscape scenes</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2009/11/23/building-mmo-landscape-scenes/">Building MMO landscape scenes</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Mon, 23 Nov 2009 11:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2009/11/23/building-mmo-landscape-scenes/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19230674/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2009/11/23/building-mmo-landscape-scenes/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>age-of-conan</category><category>billboard</category><category>engine</category><category>everquest-2</category><category>everquest-ii</category><category>graphics</category><category>heightmap</category><category>lake</category><category>landscape</category><category>lighting</category><category>lod</category><category>lord-of-the-rings-online</category><category>ocean</category><category>plants</category><category>river</category><category>scenery</category><category>scenic</category><category>technology</category><category>terrain</category><category>terrain-rendering</category><category>textures</category><category>trees</category><category>water</category><category>world-of-warcraft</category><dc:creator><![CDATA[Brendan Drain]]></dc:creator><pubDate>Mon, 23 Nov 2009 11:00:00 EST</pubDate></item><item><title><![CDATA[Another batch of armor skins for WAR]]></title><link>http://massively.joystiq.com/2009/09/28/another-batch-of-armor-skins-for-war/</link><guid isPermaLink="true">http://massively.joystiq.com/2009/09/28/another-batch-of-armor-skins-for-war/</guid><comments>http://massively.joystiq.com/2009/09/28/another-batch-of-armor-skins-for-war/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/fantasy/" rel="tag">Fantasy</a>, <a href="http://massively.joystiq.com/category/screenshots/" rel="tag">Screenshots</a>, <a href="http://massively.joystiq.com/category/warhammer-online/" rel="tag">Warhammer Online</a>, <a href="http://massively.joystiq.com/category/news-items/" rel="tag">News items</a></p><div align="center"><a href="http://herald.warhammeronline.com/warherald/NewsArticle.war?id=926"><img vspace="4" hspace="4" border="1" src="http://www.blogcdn.com/massively.joystiq.com/media/2009/09/marauder-skin.jpg" alt="" /></a><br /></div>
<a href="http://massively.com/tag/mythic-entertainment">Mythic Entertainment</a> just released <a href="http://herald.warhammeronline.com/warherald/NewsArticle.war?id=926">eight new armor set designs</a> for <em><a href="http://warhammeronline.com">Warhammer Online</a></em>. This part, two of three, features redesigns and comparisons for the Marauder, Shaman, Chosen, Witch Elf, Archmage, White Lion, Witch Hunter, and Knight of the Blazing Sun. They are seeking feedback from players, which can be shared <a href="http://forums.warhammeronline.com/warhammer/board/message?board.id=dev_discussions&amp;thread.id=4012">in this forum thread</a>.<br /><br />The studio <a href="http://massively.joystiq.com/2009/08/21/new-armor-set-skins-are-coming-to-war/">drew a bit of criticism</a> for their first batch of redesigns because they seemed to be comparing low resolution versions of the older sets versus high resolution renders of the new sets. It seems as though they've avoided that this time around.<br /><br />One thing we've always loved about the gear in <a href="http://massively.com/category/warhammer-online"><em>WAR</em></a> (even the old skins) is that it has such visual depth, dimension and personality. Rather than looking as if it was simply added as a distortion map on your character (that bends and stretches with his body), each piece appears individual, nicely interlocking with the others on top of your character. The higher end gear looks quite dark and Gothic, as if it was meant for pain and battle and the new designs show a much more obvious progression than the previous sets, that's for sure (most obvious in the <a href="http://mythicmktg.fileburst.com/war/us/herald/images/community/Compare%20MR.jpg">Chosen</a> and <a href="http://mythicmktg.fileburst.com/war/us/herald/images/community/Compare%20KN.jpg">Knight</a>).<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2009/09/28/another-batch-of-armor-skins-for-war/">Another batch of armor skins for WAR</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Mon, 28 Sep 2009 09:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://herald.warhammeronline.com/warherald/NewsArticle.war?id=926>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2009/09/28/another-batch-of-armor-skins-for-war/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19174892/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2009/09/28/another-batch-of-armor-skins-for-war/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>armor</category><category>armor-sets</category><category>art</category><category>game-art</category><category>mythic-entertainment</category><category>redesign</category><category>skins</category><category>textures</category><category>war</category><category>warhammer-online</category><dc:creator><![CDATA[Brooke Pilley]]></dc:creator><pubDate>Mon, 28 Sep 2009 09:00:00 EST</pubDate></item><item><title><![CDATA[Fallen Earth's art director talks about updating the apocalypse]]></title><link>http://massively.joystiq.com/2009/09/27/fallen-earths-art-director-talks-about-updating-the-apocalypse/</link><guid isPermaLink="true">http://massively.joystiq.com/2009/09/27/fallen-earths-art-director-talks-about-updating-the-apocalypse/</guid><comments>http://massively.joystiq.com/2009/09/27/fallen-earths-art-director-talks-about-updating-the-apocalypse/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/sci-fi/" rel="tag">Sci-fi</a>, <a href="http://massively.joystiq.com/category/fallen-earth/" rel="tag">Fallen Earth</a>, <a href="http://massively.joystiq.com/category/new-titles/" rel="tag">New titles</a>, <a href="http://massively.joystiq.com/category/news-items/" rel="tag">News items</a></p><div align="center"><a href="http://www.curse.com/media/p/574025.aspx"><img vspace="4" hspace="4" border="1" src="http://www.blogcdn.com/massively.joystiq.com/media/2009/09/fallenearth_newbuildingskins580kv.jpg" alt="" /></a><br /></div>
When it comes to an apocalypse, you might think that you could bang up some destroyed buildings, slap some dirt on them and call it a day. But as we learned from <a href="http://www.curse.com/blogs/fallenearth-en-news/archive/2009/09/21/fallen-earth-dev-journal-with-art-director-checkout-before-and-after-screenshots.aspx">a recent guest dev blog on Curse</a> with <a href="http://www.fallenearth.com"><em>Fallen Earth</em></a>'s Art Director, Chris Deavellar, there's a lot of work that goes into creating a believable, realistic apocalypse. Players who are currently finding their way in <em><a href="http://massively.joystiq.com/category/Fallen-Earth/">Fallen Earth</a></em> will undoubtedly be glad to hear that graphical updates like the one above in the works, and will be coming to us down the road. Additionally, as part of the updates that they're working on, these new building formats and textures will help to reduce the memory needed to render all the original, legacy buildings. <br /><br />In all, it's a great post, offering up some frank <em>"making-of"</em> type information for those who are curious about how this indie studio is moving forward with their work on <em>Fallen Earth</em>. Also included are a series of <a href="http://www.curse.com/media/p/574030.aspx">interior</a> and <a href="http://www.curse.com/media/p/574025.aspx">exterior</a> <a href="http://www.curse.com/media/p/574029.aspx">images</a> showing before and <a href="http://www.curse.com/media/p/574028.aspx">after</a> - updates that will help to improve the overall look and feel of the game. For an apocalypse, we think it looks pretty cool, and can't wait until we ride into Embry and see all new, less memory-intensive buildings. <br /><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2009/09/27/fallen-earths-art-director-talks-about-updating-the-apocalypse/">Fallen Earth's art director talks about updating the apocalypse</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Sun, 27 Sep 2009 12:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.curse.com/blogs/fallenearth-en-news/archive/2009/09/21/fallen-earth-dev-journal-with-art-director-checkout-before-and-after-screenshots.aspx>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2009/09/27/fallen-earths-art-director-talks-about-updating-the-apocalypse/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19175131/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2009/09/27/fallen-earths-art-director-talks-about-updating-the-apocalypse/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>artwork</category><category>before-and-after</category><category>destroyed-buildings</category><category>fallen-earth</category><category>fallen-earth-llc</category><category>fe</category><category>icarus-studios</category><category>post-apocalypse</category><category>post-apocalyptic</category><category>textures</category><dc:creator><![CDATA[Krystalle Voecks]]></dc:creator><pubDate>Sun, 27 Sep 2009 12:00:00 EST</pubDate></item><item><title><![CDATA[New armor set skins are coming to WAR]]></title><link>http://massively.joystiq.com/2009/08/21/new-armor-set-skins-are-coming-to-war/</link><guid isPermaLink="true">http://massively.joystiq.com/2009/08/21/new-armor-set-skins-are-coming-to-war/</guid><comments>http://massively.joystiq.com/2009/08/21/new-armor-set-skins-are-coming-to-war/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/fantasy/" rel="tag">Fantasy</a>, <a href="http://massively.joystiq.com/category/warhammer-online/" rel="tag">Warhammer Online</a>, <a href="http://massively.joystiq.com/category/news-items/" rel="tag">News items</a></p><div align="center"><img vspace="4" hspace="4" border="1" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2009/08/bright.jpg" /><br /></div>
It seems <a href="http://massively.com/tag/mythic-entertainment">Mythic</a> is ignoring any and all naysayers as it's steadily ploughing ahead with improvements to <a href="http://warhammeronline.com"><em>Warhammer Online</em></a>. <a href="http://massively.com/tag/war-patch-1.3.1">Patch 1.3.1</a> just introduced a bunch of tweaks to the endgame and <a href="http://massively.com/tag/jeff-skalski">Jeff Skalski</a>'s producer's letter mentions a number of cool features coming ahead in <a href="http://massively.com/tag/war-patch-1.3.2">1.3.2</a>. A new post <a href="http://herald.warhammeronline.com/warherald/NewsArticle.war?id=895">on the WAR Herald</a> is now telling us that the Art team has been busy redesigning all the tier 4 armor set skins.<br /><br /><a href="http://herald.warhammeronline.com/warherald/NewsArticle.war?id=895">Part one</a> of this reskinning series shows off new concepts for six different classes, including the Blackguard, Squig Herder, and Zealot for Destruction and the Bright Wizard, Engineer, and Swordmaster for Order. The new armor sets are looking pretty amazing if we do say so ourselves, however, there's one minor sticking point. In terms of comparison, some players don't feel that the old sets are being fairly represented. Each of the old sets are shown in-game at what appear to be extremely low screenshot resolutions, while the new sets are richly detailed and colored 3D renders or screenshots from a game client with maxed graphics. Nonetheless, <a href="http://mythicentertainment.com">Mythic</a> is looking for your feedback on the new designs, so make sure you give it to them <a href="http://forums.warhammeronline.com/warhammer/board/message?board.id=dev_discussions&amp;thread.id=3437">on the official forums</a>.<br /><br />[<em>Thanks to JP</em>]<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2009/08/21/new-armor-set-skins-are-coming-to-war/">New armor set skins are coming to WAR</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Fri, 21 Aug 2009 17:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://herald.warhammeronline.com/warherald/NewsArticle.war?id=895>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2009/08/21/new-armor-set-skins-are-coming-to-war/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19136730/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2009/08/21/new-armor-set-skins-are-coming-to-war/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>armor</category><category>armor-sets</category><category>graphics</category><category>mythic-entertainment</category><category>redesign</category><category>reskin</category><category>skin</category><category>textures</category><category>war</category><category>warhammer-online</category><dc:creator><![CDATA[Brooke Pilley]]></dc:creator><pubDate>Fri, 21 Aug 2009 17:00:00 EST</pubDate></item><item><title><![CDATA[Age of Conan gets new ground]]></title><link>http://massively.joystiq.com/2008/03/16/age-of-conan-gets-new-ground/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/03/16/age-of-conan-gets-new-ground/</guid><comments>http://massively.joystiq.com/2008/03/16/age-of-conan-gets-new-ground/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/fantasy/" rel="tag">Fantasy</a>, <a href="http://massively.joystiq.com/category/age-of-conan/" rel="tag">Age of Conan</a>, <a href="http://massively.joystiq.com/category/news-items/" rel="tag">News items</a></p><div align="center"><a href="http://www.1up.com/do/blogEntry?publicUserId=5724372&amp;bId=8663241"><img vspace="4" hspace="4" border="1" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/03/aocbeforeafter223.jpg" /></a></div>
We're sure that when you think of <a href="http://massively.joystiq.com/category/age-of-conan"><em>Age of Conan</em></a>, you think about ground texture <a href="http://massively.joystiq.com/2008/03/07/age-of-conan-faq-reveals-system-requirements/">optimization</a>. If that's not the first thing that pops into your head, it should be. All right, so maybe it shouldn't be, but it's still rather important -- we promise. If you don't believe us, just go check out the new <em>AoC </em><a href="http://www.1up.com/do/blogEntry?publicUserId=5724372&amp;bId=8663241">developer</a> blog at 1up.com for proof. <br /><br />We have to admit to being skeptical ourselves until we saw the before and after screenshots. Not only does the ground art look much better, it also takes up less system resources -- which is always a huge plus. We wonder if this kind of dedication goes into the other visual <a href="http://massively.joystiq.com/2008/02/05/age-of-conan-ratings-revealed/">aspects</a> of <em>Age of Conan</em>.<br /><br />Would we rather see <a href="http://massively.joystiq.com/2008/03/05/we-built-this-city-age-of-conans-constructable-pvp-city-system/">talk</a> about some <a href="http://massively.joystiq.com/2008/03/04/rumor-some-age-of-conan-pre-orders-to-get-early-access/">other</a> topics? Sure, but it's always nice to see some examples of how <em>Age of Conan</em> has been optimized to run smoother. With the release date only a couple months away, the stream of information continues to grow -- with an exception for the occasional trickle now and then.<br /><br />[via <a href="http://www.mmorpgdot.com">RPGDot</a>]<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2008/03/16/age-of-conan-gets-new-ground/">Age of Conan gets new ground</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Sun, 16 Mar 2008 12:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.1up.com/do/blogEntry?publicUserId=5724372&amp;bId=8663241>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/03/16/age-of-conan-gets-new-ground/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1141226/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/03/16/age-of-conan-gets-new-ground/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>1up</category><category>aoc</category><category>funcom-age-of-conan</category><category>game-optimization</category><category>ground-textures</category><category>system-requirements</category><category>textures</category><dc:creator><![CDATA[Kyle Horner]]></dc:creator><pubDate>Sun, 16 Mar 2008 12:00:00 EST</pubDate></item></channel></rss>
