Improving Age of Empires IV Section 1: Graphics, animations, and physics

I wanted to start this thread because we are seeing that, even if only on a small scale, the developers are making slight graphical changes (changes to the water in a specific Landmark and changing unit shields, among other things), so we are going to summarize in this thread what needs to be improved graphically in the game, as well as its animations (both movement and battle) and physics (especially destruction and death). I know there has always been criticism of the graphics here, and it would be good if that criticism were up to date and realistic.

Let’s remember that the artistic style is what it is, that’s not going to change, and we also have to take into account that the devs (and part of the active community) want readability, so we have to think carefully about what can be proposed that does not negatively affect gameplay and does positively affect the overall gaming experience.

If the thread goes well, I’ll continue with the following sections, and I hope for active participation. Try to avoid heated discussions and let’s look for reasonable common ground.

Graphics was one of the reasons why a lot of people got really disappointed with the game in the first place
However they have been improved them since release for the better, and that is good!

I will address the Graphics aspect only…

The graphics have two major problems that could be drastically improved with a little effort from the developers.


First point!

  • It’s the color palette or intensity of the colors!

My goodness, some colors are too vibrant.
It looks like the units are using LED lights!
Why so much brightness!?
Is it so difficult to make the colors less intense and vibrant?

If the intensity/color palette is changed, it already improves the visual experience. It won’t be so flashy to see a knight with LED lights parading in front of you.


Second point!

  • Some texture packs need to be changed!

If a simple game like Minecraft Java can achieve an extremely realistic visual, why can’t Age of Empires IV?

In this case, I don’t want an extremely realistic visual, although that would be great, but I would like to see a change to new textures.

— The textures of: armor, weapons, shields, bricks, castle stones, roofs, doors, wooden planks, leather + clothing fabrics… ALL of these should be replaced with a new texture pack.

I would really like to look at armor or a weapon made of iron/steel and have the feeling that I am actually looking at an iron/steel material. Or look at a building and have it look more realistic, look like it’s really made of stone, bricks, or wood.

Honestly, Age of Empires IV uses the engine used in Company of Heroes.

So why not imitate the intensity of the colors and the texture packs seen in Company of Heroes?
Age of Empires IV isn’t very realistic when compared to Company of Heroes.

Would it be very difficult to change the texture packs and change the intensity of the colors to make them less vibrant?

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AoE IV does not need “New texture packs”
It simply needs the resolution of its textures to be higher

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Yes, that’s also an alternative…
If the current texture quality is increased, that could already help improve the visibility of details and the overall feel of the image quality… it will certainly be the best cost-effective solution for developers to choose.

It won’t make the game realistic, but it will certainly look better than what we see now.

However,
The color palettes/color intensity still need improvement.
Something that would also be easy for developers to do, since it would only require a slight adjustment.

—> Note: The colors I’m referring to… are the colors you select for your civilization to be seen.

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The using upscaled textures, also called “upscaled” textures, can be done using Artificial Intelligence tools.

The question is:
— Could the Age of Empires IV development team make use of these Artificial Intelligence tools?
— Wouldn’t this speed up the whole process, as well as make it cheaper, since a large part of it would be done by the tool?

The Artificial Intelligence tool could be used as follows:

  • Most of the original textures will be processed using AI algorithms to increase their resolution and add details, resulting in a high-definition appearance.
  • However, some parts may need “manual editing” to correct imperfections, visual artifacts, or distortions that may occur during the automated AI upscaling process, thus ensuring a better quality result.

This is being done by mod developers!
Who are using Artificial Intelligence tools to upscale and create an absurd graphic quality.


I will share a practical example, made by the developer “Crazy Ivan”, in which he improved the game Dino Crisis 2, which was originally released in 2000 for Playstation and later released in 2002 for PC.

The images below show a comparison with the original graphics and, next to it, the visual improvement using AI to enlarge textures and enhance the “upscaled” effect, and increasing detail.




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Yeah thats pretty much needed
The textures being scalated. It could be done with AI assisttive tools, but the more organic the change the better!

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So, the main people have rtx 3060 or 4060 graphic cards. These cards are powerful enough to request Better graphic.

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Performance is an issue for several people. So even if these cards fit a minimum requirement in theory, in practice raising the graphical requirement will cause many to be unable to play the game:

I think it would be prudent to address the performance issues people have prior to improving graphics. Especially since this seems to be a software issue rather than hardware.

Though I understand this discussion is more of a wishlist on future changes, with the assumption being that those changes will be implemented flawlessly.

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Correct, so it’s not a hardware problem. It depends by Essence Engine, and this Is the probably reason why next titles will run on Unreal Engine.

in my opinion, we’ll not see drastic graphic changes in quality textures, animations and other similar things.

I mean, developers are perfecly able to improve Essence Engine but they will not for Age of Empires 4. Maybe for their next main title.

Adding up the first 3 cards gives 14%, that’s not a majority.

Well, if the concern is limited to weaker computers,

then it will be much easier to resolve this situation.

We should do the following:

1. Solve the problem of color saturation. Mainly the colors you select when choosing your civilization.

To solve this problem: Do it like Age of Empires 2!
Add a Color Saturation or Bloom option! And in this option, the player chooses whether they want the game with a vibrant color or if they want a more opaque/darker color.


2. Now let’s solve this problem of realism in armor and weapons, wood, stones, and realistic water effects once and for all!

To solve this problem: Add a new option to Enable or Disable a “Shader” Effect!

Description of what a “Shader” is, for those who don’t know:
“A script that runs on the video card (GPU) to define the final appearance of an object, controlling color, lighting, reflections, and effects.”

With Shader finally, we’ll have armor and weapons that look like metal!
Obviously, if the player has a very outdated computer, they can simply disable this option!

It’s important to remember that shaders also vary greatly in intensity… they can be darker, lighter, more colorful, or more opaque. There are many ways to create a shader!

I’ll give two examples of older games that, when using Shaders, manage to reach a new level of graphical realism, even when used on mid-range computers.

Starting with,
The classic Doom from 1993 and Doom 2: Hell on Earth (1994), using and testing two shaders!

Image of the first shader for the game Doom/Doom 2. - Comparing the original game and the game with the shader:
This first shader is darker and geared towards a more horror-themed atmosphere, favoring the use of flashlights and ambient lights.


.
.
Video/photo of another shader (Doom/Doom2), explaining its operation and image quality:

Now,

Minecraft Java! - Using and testing various types of Shaders!


3. This point is a curiosity, regarding other RTS games on the market.

Since we have many players with mid-range and even lower-end PCs… I’m curious to know how the new game, called Warhammer 40k: Dawn of War 4, will perform?

This new game also uses the “Essence Engine,” but is a more modern and realistic version, with many explosion and smoke effects and lots of special interaction and animations with physical combat.
Will this game have fewer players than Age of Empires IV, since it is a much more technologically demanding game?


In my opinion, suggestions 1. and 2. would solve the graphics problem.

In short,

The Suggestion 1. - allows the player to configure the desired brightness and saturation in the Options menu, either completely removing saturation or setting it to maximum!

The Suggestion 2. - allows the player to configure whether or not to activate the shader effect in the Options menu! If they have a minimally acceptable computer, they can enjoy beautiful visual effects.

That’s basically it. It would be perfect!

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The niche game played in high resolution is Total War; I think Dawn of War 4 won’t manage villagers and will be an RTS like COH3.

Yes, in Dawn of War 4, there are no villagers who collect resources.
But you can build various structures and also build resource-generating structures.
It’s a game like a legendary “Command & Conquer,” which also doesn’t have villagers.

In short,
It’s an RTS with base building, resource collection through structures placed in certain regions, and army production built from the structures you build.

Dawn of War 4 runs on latest version of unity Engine not Essence

Here the latest video of what developers have been able to do

Dawn of War 4 has more units and effects than AOE4.

This Is the reason why i’m anxious to see what World’s Edge Is cooking for the future.

Well,

That explains why they intend to make this new Dawn of War 4 much bigger, with more units on screen and a ton of animations happening all at once.

We’re going to have a real Warhammer 40k spectacle! :smiley:

Regarding new games in the Age of Empires series…
It’s good that Age of Empires V is thinking about expanding and improving the experience.

A new engine, with more features, promises to expand this series that we love so much.

However,

I wouldn’t like to see Age of Empires IV being “abandoned” in the future just because they don’t want to improve it or fix certain programming bugs.

We can still improve Age of Empires IV, maybe not fix it completely, but improve some points.

If it continues to perform well with the DLCs, we can still dream.

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Why the cataphract suddenly hold a lance when trampling? I think this can be a mistake?

And all the daimyos of Sengoku are actually all Toyotomi Hideyoshi lol. I know it might be unnecessary to be this detailed but Oda Nobunaga and Takeda Shingen really have different helmets. Having these different daimyo helmet models on the battle field can be hella cool.

Additionally, shouldn’t Rus knight in imperial age looks more like those of western Europe? I feel they look a little bit ancient among their musketeers.

Beyond proposals for slight improvements to textures/resolution, the proportions of various buildings (making some taller, for example), changes to the color palette/brightness, or a less “plastic” look for weapons and models…

- What do you think about the addition of blood in the game, even if it is optional?

- Do you think the clash of armies when charging and battling is visually appealing?

- Do you think the animation of villagers gathering resources or building is adequate?

- Do you think the physics of death and destruction, such as sieges against buildings and units, are interesting to watch?

- How do you feel about having operators in siege engines (perhaps with the exception of battering rams)?

As well as having a certain historical accuracy.

All this while maintaining enjoyable gameplay and readability.

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On the contrary, I’m hoping for a game that will make me abandon AOE-3.