Why Most Of Star Wars: The Old Republic’s Hi-Res Graphics Disappeared At Launch

Why Most Of Star Wars: The Old Republic’s Hi-Res Graphics Disappeared At Launch

During the beta test for BioWare’s Star Wars: The Old Republic players with high-end PCs enjoyed stunning high resolution graphics. Now that the game has launched those sexy textures have mostly disappeared. What gives?

Take a look at the image I’ve posted here. On the left is my Bounty Hunter as he appears in cut scenes in The Old Republic. His cybernetic implants are well-defined, the details on his armour are crystal clear. The rest of the time he appears as he does on the right muddied, blurry, and plain, despite having the graphics settings completely maxxed out.

Since launch players in the Star Wars: The Old Republic forums have been actively wondering why their high resolution textures were taken away. Now there is an answer.

The answer came by way of a lengthy forum response posted by senior online community manager Stephen Reid.

During development and testing of The Old Republic, our priorities were to ensure the game looked great and performed well. In testing, we discovered that using our ‘maximum resolution’ textures on in-game characters during normal gameplay could cause severe performance issues, even on powerful PCs.

Reid went on to describe an issue that’s plagued massively-multiplayer online games since the early days of EverQuest: Developers have no real control over the amount of characters appearing on screen.

When the EverQuest: The Shadows of Luclin expansion launched in 2001, it bought with it a new graphics engine with new character models that were quite taxing on the average system at the time. Since many players couldn’t handle a large number of high-polygon, high resolution-textured characters at once, developer Sony Online Entertainment provided the option to only enable the newer character models for certain races in the game, thus lightening the load for less powerful PCs.

It’s an issue similar to what BioWare faced with Star Wars: The Old Republic, only BioWare went with a different solution: They took the high resolution textures away. Though players are currently able to choose between low, medium, and high texture settings (BioWare is calling this a user interface bug), none of the settings will bring back those high resolution textures to standard gameplay. That’s because the way textures are delivered in standard gameplay has been changed to a process called a “Texture Atlas”. Reid explains:

When a character in the game is ‘seen’ by another character – ie, gets close to your field of view – the client has to ‘draw’ that character for you to see. As the character is ‘drawn’ for you there are a number of what are known as ‘draw calls’ where the client pulls information from the repository it has on your hard disk, including textures, and then renders the character. Every draw call that is made is a demand on your PC, so keeping that number of draw calls low per character is important. With our ‘maximum resolution’ textures a large number of draw calls are made per character, but that wasn’t practical for normal gameplay, especially when a large number of characters were in one place; the number of draw calls made on your client would multiply very quickly. The solution was to ‘texture atlas’ – essentially to put a number of smaller textures together into one larger texture. This reduces the number of draw calls dramatically and allows the client to render characters quicker, which improves performance dramatically.

Rather than scrap the high resolution textures altogether, developers limited them to the portions of the game in which the number of characters on screen at any moment could be controlled; cinematic cut scenes and dialog sessions.

The screenshots at the top of this article were achieved by clicking on the holocommunicator in my character’s ship, a trick that briefly tricks the game into thinking a cinematic conversation is starting.

With such a striking difference between the two rendering modes, it’s no wonder that players in possession of high-powered computers feel as if they’ve been tricked by BioWare. I certainly wasn’t expecting such a drastic change to occur between beta and launch. To the developer’s credit the solution they’ve come up with is elegant, but the implementation of the fix should have been more transparent to players than it was. In his post Reid explained that the decision was made for the sake of the enjoyment of all players, the team opting to make the game work for as many people as possible rather than potentially break things for the sake of high-spec PC owners.

But don’t worry, my performance-hungry brethren. BioWare has heard your cries, and while it won’t come quick or easy the development team is exploring options to increase the fidelity of the main game.

Until that day, may all your screenshots be captured during cinematic cut scenes.

Official High Resolution Textures Post [Star Wars: The Old Republic Forums]


  • He’s also apparently no longer lit from the front? Does the game auto-spawn a fill-light for cutscenes or something?

  • I’m hoping thats a light from the holo-communicator and not just much crappier lighting. Hopefully the “greater visual fidelity” in patch 1.2 will give us more to play with 🙂

    • Was going to say the same thing, the game came on 2-3 CD’s (cant remeber atm) wouldnt have hurt to included it and had an option to run ether/or. that way people could test it on their own PC’s and see how it went (Sacred 2 did that, including a disc with all HD graphic files you could install if you wanted)

  • Has anyone tried playing with the High Res .ini hack? i have had a go with it but there is an annoying texture bug with all the tree leaves which look really buggered in cut scenes

  • They should have an option to enable the high res texture for your own character and no-one else’s. That keeps the number of high res textures under control AND lets people feel their own character is special.

  • I don’t get it.

    Everquest had the option to choose how many “high textured” models were shown, and the rest were just low-def. On my old shitty PC, I had it set so that the closest 5 models were fully high-def rendered, and the rest were low-poly crap like WoW models.

    Surely Bioware could have done this as well instead of stripping the entire feature.

    • Much as I think this issue is somewhat overblown, you touch on a point that drives me bonkers in every MMO since, well, Everquest.

      EQ had a huge range of graphics tweakables, and especially things like particle effects could be severelly curtailled. Then WoW came out with almost none of those options, and they were never added.

      I have huge sensory input issues, and WoW has becomevery much about knowing what to do during important particl effects. This gets really hard for me when there are 25 people’s worth of Fancy Spell Effects that convey no useful information to me and I can’t turn off. Sensory overload, ahoy!

      It still amazes me sometimes how many things EQ had 15 years ago that are STILL not in most MMOs. I know they don’t want to be accused ofcopying or cloning, but yeesh, sometimes I thik a bit more of it would be nice instead of each trying to prove they have reinvented the wheel.

  • I don’t understand why they couldn’t have just had the high-res textures for your character then these lower-res textures for everyone else?

  • So like id, bioware no longer trust gamers to be able to adjust their own graphics settings?
    If it lags, you lower the quality… Standard practice for at least 15 years or so.

  • For me the worst one is the Low Def textures when you are trying on gear, it really makes it hard to choose armour when they are just ugly blurs.

    • As I said above, I think this is largely a big group for the sake of having SOMETHING to grump about, but I agree here, if they are going to selectively do it, item fitting is a time when they should. I want to see my character how she’ll look in the Badass Cutscenes at least! 🙂

  • Everquest also has the option to adjust the actor clip plane which tells the client how far to ahead to load character models…. its not that hard to add stuff like that.

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