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Vita PSN Game & Service Thread | April 2013 | Sacrifice your Independent Soul

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There are more at that page. Makes me sooooo sad. Maybe if there's a sequel it will be in native res :(

My girl in native resolution! As long as we got a Gravity Rush sequel that's better than the first one, I'd be fine with the Vita dying.

EDIT:
Top of the page. Buy:

Guacamelee!
Dragon Fantasy Book I
Thomas Was Alone
Virtua Tennis 4: World Tour
PlayStation Plus
 
The original build of Uncharted that ran on the NGP was native res., I think. I do remember the lighting being much more prominent with extra bloom, similar to early 360 games.
 
Sthap, this will never be funny nor a good idea ever even in jest.

you know, even with out the vita bombing, they could do a gravity rush remake on the ps4, it will be what like 2 years after the fact, it won't hurt the vita sales of the original gravity rush at all... and it could be all 1080p and super sexy, and then just streamed to the vita via remote play o.O;
 
Just wondering, does Apple now mandate that applications/games be in full Retina format? I think Sony should allow games to be upscaled, but they should demand all game's UI be native res.
 
Just wondering, does Apple now mandate that applications/games be in full Retina format? I think Sony should allow games to be upscaled, but they should demand all game's UI be native res.

Kinda like persona 4 golden. The game overlay was sharp and native res. It distracted a bit from the fact that the game was not.
 
Now, on that subject, Killzone Mercenary looks amazing and is native res, but it doesn't have all the effects like Uncharted does. However, it looks so good that Uncharted may be able to do with a little less effects for the sake of getting a higher resolution.
 
you know, even with out the vita bombing, they could do a gravity rush remake on the ps4, it will be what like 2 years after the fact, it won't hurt the vita sales of the original gravity rush at all... and it could be all 1080p and super sexy, and then just streamed to the vita via remote play o.O;

It could be 30 years after and it'd get the same response Ragnarok Ace got, which is an expansion pack coming a year later with a possible late staggered release for PS3.

But yeah, that would be fine as long as they announced the Vita exclusive GR2 before and reminded everyone of it after as well.
 
As far as graphics go, I'd much rather have native res than improved effects or AA.

Edit: No noticeable changes after the 2.11 firmware update so far. Maybe bubble layouts are actually saved correctly now?
 
As far as graphics go, I'd much rather have native res than improved effects or AA.

Edit: No noticeable changes after the 2.11 firmware update so far. Maybe bubble layouts are actually saved correctly now?

Hope so. And the slowdown when unlocking that happens sometimes too.
 
Pretty sure im going to buy Dragon Fantasy Book 1 tomarrow, its only $10.00, and the ps blog post makes it look like they put allot of work into the psn version, they even added a special visuals option to make it look 16bit, instead of 8 by completely redrawing everything.

I am curious as to the length of the game, but even the original FF was not that long if you knew what you were doing. Suikoden is noy very long either and thats one of my favorite rpgs of all time. Quality work is hard not to support imo.
 
Posting this again for people who are probably newer to Vita. A really long postmortem by the guys at Sony Bend Studios about Uncharted Golden Abyss. There's a lot of really interesting information in there. Look at this stuff regarding tech:

PS Vita has an advanced GPU chipset, so we got to do what all the cool kids were doing on PS3: deferred rendering, cascaded shadow maps, SSAO, and a fully real-time lighting solution (no bake!) On the materials/shaders, we'd sacrifice flexibility for performance. It was important for us to load the frame with detail and "visual noise", so if a material reflection was a bit chunky but a few cycles cheaper and allowed us to add 15 instances instead of 12, then it was a sacrifice worth making. We also used Naughty Dog shader and render techniques such as their vertex-colored moving foliage shader and tonemapping post effect.

I mean, my goodness, they probably don't need SOME of that stuff like SSAO and completely real-time lighting. But if they can keep that stuff in and improve the image quality to boot in their next game, then more power to them.

Regarding building out a level:

For geometry and level building, we created our base mesh very low resolution (about 1.5 times PSP res), but layered it thick in population. So the base level skin (terrain ground plane and cliff sides) was very low resolution, but the trick was to hide that base level skin. So in rainforest levels we'd layer on ruins mesh, add plant layers (layers of cards with 1bit alpha), vines, rocks, flowers... and after a few passes, the scene was transformed into a really rich frame. After this layering pass, you could barely see the base skin. We'd keep adding more layers until the frame felt like it had PS3 density. So even if the base geometry parts were at 1.5 PSP res, once layered, we were pushing scenes over 200,000 polys.

Building low resolution parts combined with this layering approach was also a safe bet: being a launch title, the final PS Vita hardware specs were a moving target and in the worst case (where the hardware wasn't performing as expected) we could strip out a few geometry detail layers and still get the base frame looking good with minimal production impact. But as it turns out, polys weren't our rendering bottleneck, and we added geometry polish layers right up until we shipped.


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An example of a progression from the course base mesh, layers of detail, and the final lighting and atmosphere.


And then, finally, what they would have liked to done and hope to do for their next game:

We would have liked to have more time and resources and a larger scope and more environment settings, better anti-aliasing and shadow resolution, more 3D geometry in our backgrounds and more shadow-casting lights and material variation. A more robust and dynamic object system would have been great, more "switches" for adding movement to our real-time lighting and a better streaming system would have given us more flexibility... but we did what we could in the time we had... and it gives us things to work on for our next game.
 
I got the laggy swipe unlock after the update but I restarted my Vita and now there's no lag or stutter when I swipe to unlock, not sure if that's a result of the software update or simple restarting the unit.

Posting this again for people who are probably newer to Vita. A really long postmortem by the guys at Sony Bend Studios about Uncharted Golden Abyss. There's a lot of really interesting information in there. Look at this stuff regarding tech:

From there...

We would have liked to have more time and resources and a larger scope and more environment setting

Well they could have saved a lot of time by not putting in all those stupid gimmicks like charcoal rubbings or the balance beam or the artifact cleaning or the holding the vita up to the light and the game would have been much better for it imo.
 
From there...



Well they could have saved a lot of time by not putting in all those stupid gimmicks like charcoal rubbings or the balance beam or the artifact cleaning or the holding the vita up to the light and the game would have been much better for it imo.

They were probably pushed by Sony to show off the Vita features. Besides, I doubt that took much time or resources anyway. They were all very simple.
 
so I can also say that the swipe lag is gone after updating to 2.11.
tested it a few times and it ran smoothly.

Oh nice. It was a little thing but it felt amateur that the lag was there so it's good that it's gone.

Update: It's back. Like a slight pause halfway through the unlock animation.

Man :( This is going to be the new clock overlay thing from a few years back on PS3 lol. (When you pressed the PS Button the Dualshock, the battery life symbol on the TV that would pop up covered up the clock, even though it could have easily been pushed to the left to move it out of the way. Little issue but annoyingly amateur and took them MULTIPLE firmware updates to fix.)
 
I got the laggy swipe unlock after the update but I restarted my Vita and now there's no lag or stutter when I swipe to unlock, not sure if that's a result of the software update or simple restarting the unit.

Update: It's back. Like a slight pause halfway through the unlock animation.
 
Not sure if known but might be helpful kinda to others.

Switching accounts; AU occupires one card, USA the other.
Formatting/resetting to default settings before switching account results in the default welcome video which seemed unskippable. I insert my mem card that I'm now switching too once the video starts which interrupts the video and asks if you want to reboot due to the mem card being inserted. Yay no more watching that video again! :-)
 
Update: It's back. Like a slight pause halfway through the unlock animation.

yeah i just got that too when i picked it up and it went to install gucamelee, i don't get it if i quickly go between on and off though. It seems like if you turn the system back on before the blue light goes out you won't get it, if you wait until the blue light goes out though you will still get the pause.
 
Not sure if known but might be helpful kinda to others.

Switching accounts; AU occupires one card, USA the other.
Formatting/resetting to default settings before switching account results in the default welcome video which seemed unskippable. I insert my mem card that I'm now switching too once the video starts which interrupts the video and asks if you want to reboot due to the mem card being inserted. Yay no more watching that video again! :-)

Nice one. I usually just turn my vita off and back on again to stop that video.
 
Unit 13 was a lot of fun in the earlier missions, but once you start getting further into the game, the janky ass mechanics become really frustrating. It's like you do nothing wrong but something stupid happens and you have to restart a long section for the 10th time.
 
Unit 13 was a lot of fun in the earlier missions, but once you start getting further into the game, the janky ass mechanics become really frustrating. It's like you do nothing wrong but something stupid happens and you have to restart a long section for the 10th time.

Really? it was pretty smooth to me, yes sometimes you'll mess up and have to switch from stealth to guns blazing but that's part of the gameplay. There are different ways to keep the combo up if you are playing stealth or straight up shooting. Also, autoaim is your friend when it comes to quick kills and headshots.
 
Unit 13 was a lot of fun in the earlier missions, but once you start getting further into the game, the janky ass mechanics become really frustrating. It's like you do nothing wrong but something stupid happens and you have to restart a long section for the 10th time.

YUUUUUUUUUUUUUUUUUUUUP. Game's lame. It had a lot of potential. With a proper multiplayer it would have sold like hotcakes amongst people who first bought the Vita.
 
YUUUUUUUUUUUUUUUUUUUUP. Game's lame. It had a lot of potential. With a proper multiplayer it would have sold like hotcakes amongst people who first bought the Vita.

It was likely a project quickly thrown together by Zipper. The game was announced it late November 2011, and launched the following March. I suspect they knew that Sony was going to shut them down and that would be their last game. It's kind of unusual for a game to have a trophy dedicated to watching the credits.
 
YUUUUUUUUUUUUUUUUUUUUP. Game's lame. It had a lot of potential. With a proper multiplayer it would have sold like hotcakes amongst people who first bought the Vita.

Yea, I didn't enjoy it as much as I hoped I would. I bought it because the demo was aight. In the end I found the game repetitive.

I also agree that it would have sold better if Zipper had more time and included 16-32 player competitive multiplayer modes; very easy selling point.

But I'm not too worried. Unlike CoD: Declassified and Resistance: Burning Skies, the great footage and warm reception towards Killzone: Mercenary leaves me optimistic about the future of shooters on the Vita.
 
Not sure if known but might be helpful kinda to others.

Switching accounts; AU occupires one card, USA the other.
Formatting/resetting to default settings before switching account results in the default welcome video which seemed unskippable. I insert my mem card that I'm now switching too once the video starts which interrupts the video and asks if you want to reboot due to the mem card being inserted. Yay no more watching that video again! :-)
Thanks, I didn't know that.
With the new update is the bubble layout saved when switching accounts as well?
 
My trick with the video is that right before you press the 'OK' button (with the card already inserted), hold down the power button for 2 seconds. Right after you hit OK you should see the power down button, hit it.

The benefit is that you can turn off the Vita before it starts to play the video. If you turn off the Vita during the video you can skip it that way, but for some reason if the video had started it takes like ~10 seconds for the Vita to turn off during it..not if you turn it off just prior.
 
It was likely a project quickly thrown together by Zipper. The game was announced it late November 2011, and launched the following March. I suspect they knew that Sony was going to shut them down and that would be their last game. It's kind of unusual for a game to have a trophy dedicated to watching the credits.

I don't really blame Zipper. I realized that they were rushed. I feel like every single game out during the Vita's launch was severely rushed. Grav Rush, Uncharted and Unit 13 all had the potential to be 9/10 or 10/10 if they had time to refine the controls and looks of each game. I would have been ok with Unit 13's single-player structure if the multiplayer was at least fun. The co-op play is dull and doesn't offer anything special over the bland and repetitive single player. It was the first game I bought digitally and it almost made me stay away from digital games on Vita forever. NFS was the one game that made me realize not all digital purchases are a total waste of money. :P



Yea, I didn't enjoy it as much as I hoped I would. I bought it because the demo was aight. In the end I found the game repetitive.

I also agree that it would have sold better if Zipper had more time and included 16-32 player competitive multiplayer modes; very easy selling point.

But I'm not too worried. Unlike CoD: Declassified and Resistance: Burning Skies, the great footage and warm reception towards Killzone: Mercenary leaves me optimistic about the future of shooters on the Vita.


Yeah me too. I'm nervous because Vita has taken a bit to pick up. But I feel like as more developers pick it up and use it as a platform to grow, they will bring bigger and better games to Vita. Hopefully Mercenary makes developers see the potential in Vita.
 
I saw an old thread from May 2012 here with a Gravity Rush interview and new (at the time) screenshots, and it made me wonder if the game was at one point native resolution. It looks incredible, and ALMOST too good, but I do see some aliasing on it. Could be bullshots, but maybe the game was native res and they couldn't get the performance the wanted by release and had to cut the resolution (edit: actually, for some reason I was thinking May 2011. So yeah these were bullshots, but still).

Regardless, look how amazing the game would have looked in native resolution:

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There are more at that page. Makes me sooooo sad. Maybe if there's a sequel it will be in native res :(
Don't worry,I'm pretty sure the game will be ported to either the PS3 or PS4 @ native 720p or 1080p with added effects and better framerate BTW I still think KZ:M will not be native res but we'll see.
 
Native res makes an enormous difference so it's really disappointing that barely any of the top games support. Scaling back on the effects while keeping native resolution would look far better I feel.
 
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These came in the mail yesterday. Work amazing with the Vita :p
Had to turn the bass impact off otherwise my head will explode while playing wipeout.

But Wipeout 2048+SOL 2+Invaders must die = Heaven on these
 
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These came in the mail yesterday. Work amazing with the Vita :p
Had to turn the bass impact off otherwise my head will explode while playing wipeout.

But Wipeout 2048+SOL 2+Invaders must die = Heaven on these

Best gaming headset for the dollar. You can get so much use out of that between the Vita, PS3, and PC.
 
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