DOA6 Graphics Thread

Xion

Well-Known Member
The hair part is actually the other way around. The hair models are new/improved, with more polygons and links for longer hair strands (I posted direct comparisons in this thread before), and the textures are the reused ones from DOA5. Those textures actually decreased in quality for whatever reason when they reapplied them to the new hair models. They are more pixelated, they are partly warped and there are graphical errors like unsightly pixel patterns:

Sorry not to discredit you or anything but I dont see where its better, it all looks like DOA5 plus some extra shaders and sharper texture..those glitches you pointed out will probably be fixed at least.. to me its just sad that over 6 years later and on a new generation they didnt think they could do better than this? its fine for some characters like marie and Honoka, they look ok..but poor sad Kasumi is sittin there on the COVER with some bland ass hair texture thats even worse than it is in game, I really hope they give us a better cover art but its doubtful....and poor Jann Lee with blocks on his head, when my man Diego is looking sexy AF in the same game. Brad Wong also is a sad one.

This is the first mainline DOA with reused assets like this and I dont get why they couldnt take better advantage of the new hardware they have to work with and the new engine to at least do the weak ones over. Theres been a lot of complaining in here but I wonder how much gets back to shimbori about these things.
 
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juliusxcix

Well-Known Member
Sorry not to discredit you or anything but I dont see where its better, it all looks like DOA5 plus some extra shaders and sharper texture..those glitches you pointed out will probably be fixed at least.. to me its just sad that over 6 years later and on a new generation they didnt think they could do better than this? its fine for some characters like marie and Honoka, they look ok..but poor sad Kasumi is sittin there on the COVER with some bland ass hair texture thats even worse than it is in game, I really hope they give us a better cover art but its doubtful....and poor Jann Lee with blocks on his head, when my man Diego is looking sexy AF in the same game. Brad Wong also is a sad one.

This is the first mainline DOA with reused assets like this and I dont get why they couldnt take better advantage of the new hardware they have to work with and the new engine to at least do the weak ones over. Theres been a lot of complaining in here but I wonder how much gets back to shimbori about these things.
they said theyre pretty much at the capacity in terms of memory. even if they wanted it to look better, i feel like itd be hard. doa doesnt have the money/resources yall be claiming.
 

Chapstick

Well-Known Member
i think nyo tengu changed in personality in the story itself,

maybe in 5 she supposed to seduce men but in 6

she's into girls instead

this looks like someone photoshopped them together for some nyotenguxleifang avatar

Even an amateur xnalara artist would have their eyes pointed at each other so they looked like they were in the same scene

Or would at least have given the faces any expression whatsoever
 

Tyaren

Well-Known Member
Standard Donor
Sorry not to discredit you or anything but I dont see where its better, it all looks like DOA5 plus some extra shaders and sharper texture...

Then don't discredit me when you don't know what you are talking about. If you want to know if they improved the polygon modelling, you simply count the polygons, which you didn't actually do, right? Well, I did... Counting polygons is easy on DOA5 models, because there are still visible polygon angles, it's however nearly impossible to count them on DOA6, because there are hardly any polygon angles. I traced the polygon angles here:
(please open this in full size for full detail)
1u1spb0i6kk681szg.jpg


Notice how smooth the lines on DOA6's side are? That's because the poygons are almost impossible to even count with the naked eye.
Almost every hair model in DOA6 was improved, even that of the men like Hayate and Brad, only Jann, Bayman, Zack and Rig didn't seem to see any improvement, probably because they have very short hair or none at all.
Last but not least, noticed the videos in which the hair of Hitomi and Kasumi is falling much more smoothely over their shoulders than in DOA5? That's also because the link count per single hair strand was increased. You need more links/polygons than in DOA5 to make the improved physics do their work properly.

For all the shit I give DOA6's graphics, I also give it/Team Ninja credit where credit is due.
 
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Atahotaku

Well-Known Member
This is a good comparison video of the old and new Nyotengu:


Wow, they completely messed up her facial expressions. She lost any sexappeal. Especially the last bit of the video directly comparing her lip lick animation is saddening. :(
The lip licking I think is for the angle and the shades of 5.

I've complained about her intro before, but I actualy like how her wings move in that pose. And I think her wingz looks better than in five, a little stiff, but the feathers look great and the wings move niece in some animations
 

Xion

Well-Known Member
Then don't discredit me when you don't know what you are talking about. If you want to know if they improved the polygon modelling, you simply count the polygons, which you didn't actually do, right? Well, I did... Counting polygons is easy on DOA5 models, because there are still visible polygon angles, it's however nearly impossible to count them on DOA6, because there are hardly any polygon angles. I traced the polygon angles here:
(please open this in full size for full detail)


Notice how smooth the lines on DOA6's side are? That's because the poygons are almost impossible to even count with the naked eye.
Almost every hair model in DOA6 was improved, even that of the men like Hayate and Brad, only Jann, Bayman, Zack and Rig didn't seem to see any improvement, probably because they have very short hair or none at all.
Last but not least, noticed the videos in which the hair of Hitomi and Kasumi is falling much more smoothely over their shoulders than in DOA5? That's also because the link count per single hair strand was increased. You need more links/polygons than in DOA5 to make the improved physics do their work properly.

For all the shit I give DOA6's graphics, I also give it/Team Ninja credit where credit is due.

well im not going to take team ninjas bullshots as evidence of higher polygon counts.. they smooth over the edges in their screenshots literally all the time. I looked closely at the hair in the beta test and it looked like the same assets to me. If they have smoothed over some of the harder edges then thats good, because its a higher resolution game this time and they need to improve, I wish they would do much more tho. Im more than happy to give team ninja credit and I give them a lot of it, just not on this. sorry its not my intention to argue with anyone, ill stay open minded about it.
 
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Xhominid The Demon Within

Well-Known Member
they said theyre pretty much at the capacity in terms of memory. even if they wanted it to look better, i feel like itd be hard. doa doesnt have the money/resources yall be claiming.

This. Why do people believe Team Ninja is somehow the company AND developers? Again last I checked, Koei Tecmo is the company and Team Ninja is just part of their team of developers.
Again, Shimbori can't do shit if they get low budget, Shimbori can't do shit if Koei Tecmo wants them to put more emphasis on the females(NO Shimbori does not have control of that), all that Shimbori and his team can do is whatever the hell the budget Koei Tecmo gives them, the timeline to do it all in and anything else THEY feel like it.

Seriously you can't keep complaining to Team Ninja for bad textures... if Koei Tecmo didn't give them the funds nor the time to do so. You can't complain to them if Koei Tecmo is the ones making the distribution TAILOR to the females... last time I checked, I doubt Team Ninja suddenly has the funds to make the Buttpads or the Wall Scrolls). Developers have so little power past making the game itself, why do you think people go indie? You virtually have no control of where your game is, where is it going or even if you keep your vision at all.

Again, do I have to keep stressing how much bitching at Shimbori is virtually meaningless when the goddamned problem has always been how KOEI TECMO pretty much forces the hand? I'm pretty damn certain Shimbori would have given Bayman all of the costumes he wanted... but what the hell is he going to do if Koei Tecmo wants the girls to get more rep and gives them money ONLY for that?
 

Brute

Well-Known Member
Standard Donor
well im not going to take team ninjas bullshots as evidence of higher polygon counts.. they smooth over the edges in their screenshots literally all the time.
So if he did the same thing over again after the game is released using only screenshots he himself took with his copy of the game, then would you believe him?

This. Why do people believe Team Ninja is somehow the company AND developers? Again last I checked, Koei Tecmo is the company and Team Ninja is just part of their team of developers.
Again, Shimbori can't do shit if they get low budget
They already had access to engines that produced games that look better. They stated that most of their money/resources for DOA6's development went into developing this new engine, and it looks like shit (remaining resources apparently went to the 2-hour story mode, lol).
 

Xhominid The Demon Within

Well-Known Member
They already had access to engines that produced games that look better. They stated that most of their money/resources for DOA6's development went into developing this new engine, and it looks like shit (remaining resources apparently went to the 2-hour story mode, lol).

And guess what game engines primarily do? Not as much as you really think in terms of getting everything else done. Engines can only do as much as they can make and specify it for and we have no clue on how much of their resources(budget) went into that engine in particular and when they had to divert time into actually making the game. I don't believe they had anywhere near the time they should have had if they needed to create an entire engine out of scratch before making the game.
 

Xion

Well-Known Member
So if he did the same thing over again after the game is re;eased using only screenshots he himself took with his copy of the game, then would you believe him?

Its not that serious lol, and im going to be comparing the two very closely myself. I find comparisons fun in general.

What I really wish they would do is add more animation to a few.. the hair looks fine detail wise, especially compared to other games like Tekken 7 and Soul Calibur that have really garbage looking hair by comparison. But seeing the hair move around especially on characters like eliot would make it look even better. It looked like they fixed it in the features trailer, but not going by what weve seen since.

This. Why do people believe Team Ninja is somehow the company AND developers? Again last I checked, Koei Tecmo is the company and Team Ninja is just part of their team of developers.
Again, Shimbori can't do shit if they get low budget, Shimbori can't do shit if Koei Tecmo wants them to put more emphasis on the females(NO Shimbori does not have control of that), all that Shimbori and his team can do is whatever the hell the budget Koei Tecmo gives them, the timeline to do it all in and anything else THEY feel like it.

Seriously you can't keep complaining to Team Ninja for bad textures... if Koei Tecmo didn't give them the funds nor the time to do so. You can't complain to them if Koei Tecmo is the ones making the distribution TAILOR to the females... last time I checked, I doubt Team Ninja suddenly has the funds to make the Buttpads or the Wall Scrolls). Developers have so little power past making the game itself, why do you think people go indie? You virtually have no control of where your game is, where is it going or even if you keep your vision at all.

Again, do I have to keep stressing how much bitching at Shimbori is virtually meaningless when the goddamned problem has always been how KOEI TECMO pretty much forces the hand? I'm pretty damn certain Shimbori would have given Bayman all of the costumes he wanted... but what the hell is he going to do if Koei Tecmo wants the girls to get more rep and gives them money ONLY for that?

youre very correct, we all know team ninja is capable of doing better I mean just look at Dissidia FF. that game is published by square enix and they give them the budget to produce things like very detailed models. I always want to complain about Hair because its such an often ignored part of the model but I do still think team ninja is great at this compared to other studios in the fighting genre.
 
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Brute

Well-Known Member
Standard Donor
And guess what game engines primarily do? Not as much as you really think in terms of getting everything else done. Engines can only do as much as they can make and specify it for and we have no clue on how much of their resources(budget) went into that engine in particular and when they had to divert time into actually making the game. I don't believe they had anywhere near the time they should have had if they needed to create an entire engine out of scratch before making the game.
You're kinda justifying my point for me. There was no good reason to devote the majority of their resources to making a new engine, especially when the result is... this.

Its not that serious lol, and im going to be comparing the two very closely myself. I find comparisons fun in general.
I find them fun, as well.
@Tyaren You game to do the science Xion won't once again, post-release?
 

Tyaren

Well-Known Member
Standard Donor
well im not going to take team ninjas bullshots as evidence of higher polygon counts.. they smooth over the edges in their screenshots literally all the time. I looked closely at the hair in the beta test and it looked like the same assets to me.

Team Ninja releases the worst bullshots, the parts they retouch, which is always by using a smudge/blur tool, are always super obvious. I'm not deceived by that shoddy retouching work. Apart from blurring they don't manage to improve anything.

So if he did the same thing over again after the game is released using only screenshots he himself took with his copy of the game, then would you believe him?

Exactly what I did in the beta:

o6a51mggyu416yizg.jpg


As a bonus Kasumi's hair ribbon. I guess I don't need to draw in guidelines there to show the model improvement?

This example also clearly contradicts the "better texture resolution and shaders" claim. The textures are in fact more compressed, pixelated and warped in DOA6.
So to recap:
The hair model itself is actually improved, the old hair texture and shaders they reapplied onto it have actually decreased in quality.
 

Hold_Junkie93

Well-Known Member
Interesting... Those are 4K PS4 Pro shots. The resolution however is not native 4K, but looks like upscaled 1080p.

Those are some really round melons. But Team Ninja was always good at modellintg those. XD

DeadorAlive6_PS4_News_005.jpg


Seriously, lol, look how well modelled those watermelons in the background are.
Was I wrong to look? I mean I love them when they're nice and supple. Especially after a long jog or coming back home from work. Refreshing.
 
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