Final Fantasy Type-0 HD Coming To PC/Steam - More gfx options, better camera, etc

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I do find it funny that THIS was the FF where people starting going on rants about sub-60FPS.

And, y'know, not the ones that are capped to 15FPS (Every Final Fantasy on Steam from VIII and below)

Also, more comedy gold, I called out a guy on the forums complaining about the cap who has about thirty or so 30FPS capped games, some of them the 15FPS FF games - And he kept excusing them on the basis that it was possible to bypass them.

If you're willing to excuse 30FPS caps in other games because mods can fix them, why are you pre-emptively bashing another 30FPS capped game without waiting to see if you can fix this one?

You are being super defensive about this. You have no room to talk about comedy gold with how on edge you seem to be about this topic.
 
It makes sense since this is more of an action game.

Hahahaha, yeah I know. I think these guys need to take a chill-pill named Arma 3 and cool it.

After a day of that, they'll eat 30FPS and they'll LIKE IT. It'll be a sure improvement over the 10-15FPS they'd get on Altis.
 
Hahahaha, yeah I know. I think these guys need to take a chill-pill named Arma 3 and cool it.

After a day of that, they'll eat 30FPS and they'll LIKE IT. It'll be a sure improvement over the 10-15FPS they'd get on Altis.

It's a PC game in 2015, there's no real reason to lock it to 30fps. If it's design choice then that's alright since it's their game. I know some games that get weird with unlocked FPS.

Not sure why anyone has to like 30fps though. I don't like it, but I don't outright hate it either. You need to chill with your war on people wanting options.
 
It's a PC game in 2015, there's no real reason to lock it to 30fps. If it's design choice then that's alright since it's their game. I know some games that get weird with unlocked FPS.

Not sure why anyone has to like 30fps though. I don't like it, but I don't outright hate it either. You need to chill with your war on people wanting options.

Oh, believe me, considering I spent a small fortune on a 144hz G-sync monitor I'm not without my gripes on framerate capping, don't take it that way, but I can't help but find myself keeling over laughing over quotes like "There aren't enough frames to render the HD". IDK, I'm with the sentiment, I'm just not with the crusade.
 
It's a PC game in 2015, there's no real reason to lock it to 30fps. If it's design choice then that's alright since it's their game. I know some games that get weird with unlocked FPS.

Not sure why anyone has to like 30fps though. I don't like it, but I don't outright hate it either. You need to chill with your war on people wanting options.

Technically it's a game from 2011.
 
If its a matter of either 30fps cap, or no release on PC: I'll take the 30fps cap.

Eh, we should probably kill this topic before it gets heated - Besides, someone will probably figure out a bypass. I'll definitely do some tweaking around and see if I can uncap it - Or see if it has the same thing Toukiden had that made the FPS uncapped with Gsync enabled, with the unfortunate speedup issues.
 
Hahahaha, yeah I know. I think these guys need to take a chill-pill named Arma 3 and cool it.

After a day of that, they'll eat 30FPS and they'll LIKE IT. It'll be a sure improvement over the 10-15FPS they'd get on Altis.

Bohemia gets away with being hacks because there's a demand for the kind of thing they make and no one else is filling it. I wish it were otherwise.
 
It is a 2011 game made for the PSP, I'm pretty sure that when they made the decision to lock the framerate back then, a PC port wasn't on their minds.

Type-0 actually switched to a modern internal Hexadrive engine built on DX11 for the HD version, didn't it? New effects, but mostly the same models and textures. It's not technically the same game as the PSP version. Makes a 30fps cap seem redundant, as long as the animations they ported over from the PSP version were mastered at a higher framerate.
 
New effects, but mostly the same models and textures.

I'm 100% sure all the party members got new models including improtant bosses. Someone posted a shot here a while back and i don't want to go looking for it because the PSP artstyle was so much better at reflecting the core of the game. I mean they did a good job but the texture work and color saturation impressed me more on the PSP.
 
I'm 100% sure all the party members got new models including improtant bosses. Someone posted a shot here a while back and i don't want to go looking for it because the PSP artstyle was so much better at reflecting the core of the game. I mean they did a good job but the texture work and color saturation impressed me more on the PSP.

Well, yeah, that's the "mostly" :P.

Still, proprietary engine with no documentation or not, DX11 is DX11. Perhaps folks in the know could create a mod, but people should temper expectations before they buy.

Too bad no solid info is actually out as of now on the Steam page, which is bs. FFXIII had its 60fps stat from jump (no 1080p to be seen, even now, lol). FFXiii-2 boasted 1080p and 60fps support when it launched.
 
From DF article, regarding the 30fps on consoles.
Both consoles turn in a stable 30fps with only minor frame-pacing issues interrupting the fluidity, particularly on Xbox One. While this may seem like a disappointment, the game was coded for 30fps originally and would not function properly at 60fps without overhauling core systems. According to one of the key programmers, the optimisation necessary to run at 60fps would have been minimal in comparison to the massive required overhaul of the game's underlying systems. It was simply beyond the scope of this project, which says a lot considering how many other changes were implemented.

If overhauling the game's underlying systems for the console releases was outside of the scope (read: budget and time) of the project, it sure as hell is outside of scope of this late PC port as well.
 
From DF article, regarding the 30fps on consoles.


If overhauling the game's underlying systems for the console releases was outside of the scope (read: budget and time) of the project, it sure as hell is outside of scope of this late PC port as well.

Yeah, people just need to deal with it. I'm glad that I get to play it on PC. I vastly prefer 60fps when I could get it. However, I won't reject a game that was hardcoded for 30fps either. About 3-4 years ago, I had a Geforce GT610, which was a piece of crap and could barely run games at 30fps at 480p. I had to mod config files just to get the damn game to run, but I enjoyed every minute of it. Now, I have a vastly better rig. I say this to say, I'm not really picky. I've learned to deal with restrictions (self-imposed or not). I just hope the port is not a buggy mess.
 
So uh, what happened? I remember before the HD version came out, I heard people saying left and right "It's the best Final Fantasy since VII and they're not localizing it!"

Is this another Bravely Default situation where we had a vocal minority of Importers with standards low enough to think IdeaFactory is the Alfred Hitchcock of gaming hyping things up massively in front of the masses causing massive disappointment?

I mean, I was kinda pissed seeing people hyping up Bravely Default pre-localization saying it was "The JRPG to surpass Final Fantasy VI!!!" and it being total dogcrap when I got my hands on it. And to think I bought a 3DS for that jank because of the hype Importers were throwing around, thank god for FEAwakening and SMT4, or I would have gone crazy over it.

Basically yes. Game was not what I expected. I wonder how many people enjoyed it because they didn't understand the story because it was by far the worst FF story I've ever experienced.

WAIT WAIT WAIT

Explain this. It can't be completely as I read it, right? It's like really old-school games? I have trouble believing that to be true, especially with 14 party members.

It's not, don't be fooled. The fact that they don't level up together makes very little sense considering you're forming teams to go on missions and the most basic and logical thing to do is to set them all onto one giant team so you can switch between them when things get dire.

It really feels like they were trying to do something similar to Valkyria Chronicles, but that didn't work with the combat engine they made, so the team system is sort of just there, slapped on top of everything, but it doesn''t do anything meaningful.

Essentially yes. You bring your party of 14 into a mission, but you can only control 3 at a time. You can edit your active party of 3 at savepoints or when someone dies, but missions are almost always too short or too easy that you don't need to do this. You will almost always have the majority of your cast under-leveled.
 
You will almost always have the majority of your cast under-leveled.

The game isn't balanced around having your entire party at the highest level. That's part of the strategy is picking and choosing the best cadets for each mission and either saving them for harder segments or trying to keep them alive from the get-go.

And yes, there are moogle side-missions that give huge class-wide EXP boosts to catch up the lower leveled cadets.

Again, I repeat, you don't need to have all of your cadets leveled up. In fact very few FF's did 'party EXP'. You figure out who you like and you tend to stick with them. They all play very differently.

If this is somehow ruining the game for you before you've even had a chance to play it then you're probably playing it for the wrong reasons. This is an experimental FF, ported from a PSP game. The story is not that bad, the music is badass, the cinematics are outstanding, and it's designed for replayability. I dunno what some people expected. It's a decent game and probably the best non-mainline FF title outside of Tactics.

Have fun with it.
 
So this unlocks tomorrow around 4PM PDT?
What a weird time.

Like, they'd have to specifically request a time like that, rather than just going at midnight, right?
 
So this unlocks tomorrow around 4PM PDT?
What a weird time.

Like, they'd have to specifically request a time like that, rather than just going at midnight, right?

Yeah I logged into Steam to start my download and saw I still had like 16 hours until unlock. Really strange.
 
Technically it's a game from 2011.
If it's a game from this millennium there's no good reason for it to be locked to a fixed framerate in my opinion.

I'm certainly not saying that 30 FPS is unplayable, that's silly, but not complaining about it is just as silly. No one should be writing an engine which is so completely locked to a single framerate, not on any platform. It's bad engineering.
 
If it's a game from this millennium there's no good reason for it to be locked to a fixed framerate in my opinion.

I'm certainly not saying that 30 FPS is unplayable, that's silly, but not complaining about it is just as silly. No one should be writing an engine which is so completely locked to a single framerate, not on any platform. It's bad engineering.

Not that I know much about it, but isnt that actually a japanese problem in general?
 
Not that I know much about it, but isnt that actually a japanese problem in general?
I don't think that's the right classification. I'd say it's more of a problem for some developers who only ever made console games rather than ones with a PC background. There's a correlation between that and being western/Japanese, but the background is the underlying cause, not the location.
 
If it's a game from this millennium there's no good reason for it to be locked to a fixed framerate in my opinion.

I'm certainly not saying that 30 FPS is unplayable, that's silly, but not complaining about it is just as silly. No one should be writing an engine which is so completely locked to a single framerate, not on any platform. It's bad engineering.

Now, maybe I've misheard or been lied to, but I've heard quite a few times, a few times here in fact that tying things to DeltaTime creates extra CPU overhead - Which logically shouldn't be a problem for any modern PC, console, or phone since modern CPUs are at least 1GHz - But the PSP which the game was originally coded for had a 222MHz processor which, well, I'd imagine in the context of this being originally developed any unnecessary stress on the CPU was probably a thing to be avoided.

It's obviously not forward thinking at all, but I'm pretty sure when this was first made it was going to be a one-and-done deal on the PSP with no ports or sequels - Until SE decided they needed some way to sell an FFXV demo and the petitioning for Type-0 to be localized was reaching critical mass as fans were bleeding confidence in SE at an exponential rate.

Doesn't quite excuse not bothering to fix it up for the HD release, I mean, I honestly do question why something like that was outside the scope of the 8th-gen rerelease when Tabata himself has even said that it wouldn't have an issue reaching 60FPS if it was unlocked - Honestly, that's something they should have striven for as well to make it as great of a remaster as possible by doubling the framerate in addition to 1080P.

I mean, it does look kinda bad when this came out four years after Peace Walker HD, which outright TRIPLED its original framerate in the process of remastering it. Though, I don't think Kojima would have greenlit it otherwise, considering the vast majority of his games are 60FPS unless it's simply not possible for him to reach it while hitting the presentation standard he wants.
 
If it's a game from this millennium there's no good reason for it to be locked to a fixed framerate in my opinion.

I'm certainly not saying that 30 FPS is unplayable, that's silly, but not complaining about it is just as silly. No one should be writing an engine which is so completely locked to a single framerate, not on any platform. It's bad engineering.

Not that I know much about it, but isnt that actually a japanese problem in general?

In some cases mechanics locking to framerate is a core part of gameplay. See: bullet hell and slowdown for example.

When it doesn't need to be, though, in complete agreement.
 
In some cases mechanics locking to framerate is a core part of gameplay. See: bullet hell and slowdown for example.

When it doesn't need to be, though, in complete agreement.

A reduction in game speed can be achieved in ways other than simply lowering the framerate.
 
A reduction in game speed can be achieved in ways other than simply lowering the framerate.

Oh, I'm very well aware, and in the current environment where processing speed differs from box to box so much, tying everything to clock speed and then limiting frames for an upper boundary makes no sense.

My point is, though, that when a game is explicitly designed around frames for timing, that it makes complete sense to... well... tie game mechanics to frames.

Incidentally, the exact issue of gameplay/physics calculations being tied to frames is a problem even when there isn't an FPS lock. Call of Duty, for example, exhibits bizarre behavior at certain com_maxfps*, due to (long-winded, via ET and RTCW) inheritance from Q3A engine. Incidentally, Q3A and then QuakeLive dealt with the issue so physics calcs happened independently of framerate. CoD, on the other hand, never cared, because at that point it was a console cash cow.

*tl;dr, you jump further, higher, take significantly less fall damage, can fall silently from greater heights, can walk faster without making footsteps, etc at 333FPS, and to a more 'fair' extent, 125/250FPS which were tournament standards.
 
The game says it is available the 18th, but it says it will be available for download in 8 hours. The 18th will be over in a half hour, what gives? So much for playing it today after work...
 
The game says it is available the 18th, but it says it will be available for download in 8 hours. The 18th will be over in a half hour, what gives? So much for playing it today after work...

It depends oh where you live I suppose. It will be 18 for more than 12 ours in my country.
 
Apparently, there's a 60fps patch for the PSP version.
It doesn't look it sped up to reach that 60fps, and it's even running on a mobile platform, NVidia shield.
https://www.youtube.com/watch?v=0jf6dY8nf54
It's a 'beta' version with some issues but it's certainly very playable and a vast improvement. Here are the fixes the modder had to make:

http://forums.ppsspp.org/showthread.php?tid=4799&pid=105556#pid105556

These are some of the issues remaining:

http://forums.ppsspp.org/showthread.php?tid=4799&pid=105945#pid105945

Unsurprisingly, it seems while it's not as easy as turning the dial from 30 to 60 it is pretty much as simple as setting it at 60 and then going through the few animations that are sped up or slowed down and readjusting them accordingly.

It's not completely finished yet but if one amateur with no access to documentation can do it on their spare time then SE should have been able to do it with even less effort.
 
If anything someone will just port over the 60fps mod to the official PC release.Still not major but it will get some PC gamers angry at Square for doing yet another "lazy port"
 
So, are most of the blurbs on the Steam page things being said in comparison to the PSP version and/or were added to the PS4 version in patches? Stuff like the speed boost, improved camera, and the scalable motion blur.

I find it funny that enough people complained about the motion blur that they're advertising being able to lower it on the box. I'm kinda hoping I can edit the config file to make the effect more intense until it completely breaks, because I like seeing special effects break.
 
So, are most of the blurbs on the Steam page things being said in comparison to the PSP version and/or were added to the PS4 version in patches? Stuff like the speed boost, improved camera, and the scalable motion blur.

I find it funny that enough people complained about the motion blur that they're advertising being able to lower it on the box. I'm kinda hoping I can edit the config file to make the effect more intense until it completely breaks, because I like seeing special effects break.

2736377-ffblur.gif
 
I still think the motion blur is the best I've seen in a game and it made the combat feel a lot smoother than it actually was. Hides some of the minor visual deficiencies as well.

Of course if it makes you sick than the hate is warranted. I remember my step mother who likes games to some degree literally could not look at Star Fox Assault for more than a few seconds without feeling nauseous.
 
It's a 'beta' version with some issues but it's certainly very playable and a vast improvement. Here are the fixes the modder had to make:

http://forums.ppsspp.org/showthread.php?tid=4799&pid=105556#pid105556

These are some of the issues remaining:

http://forums.ppsspp.org/showthread.php?tid=4799&pid=105945#pid105945

Unsurprisingly, it seems while it's not as easy as turning the dial from 30 to 60 it is pretty much as simple as setting it at 60 and then going through the few animations that are sped up or slowed down and readjusting them accordingly.

It's not completely finished yet but if one amateur with no access to documentation can do it on their spare time then SE should have been able to do it with even less effort.

An amateur need not consider the potential cost in testing the whole game in every situation and fix every small issues (how small is an issue becomes an issue is up to the producer to decide of course, but it could be something that players cannot easily notice, like awkward animation blending, cross fade, Sprite animation, event system timing in more important cutscenes, etc.). That's not insignificant human cost.
 
So, are most of the blurbs on the Steam page things being said in comparison to the PSP version and/or were added to the PS4 version in patches? Stuff like the speed boost, improved camera, and the scalable motion blur.

I find it funny that enough people complained about the motion blur that they're advertising being able to lower it on the box. I'm kinda hoping I can edit the config file to make the effect more intense until it completely breaks, because I like seeing special effects break.

The motion blur never affected the player character, just the environment around him, that's how you can tell the gif was edited. Also when you turn in such small increments it didn't kick in, only when you spun the camera quickly (this was also changed in the PS4 patch). In fact it wouldn't even kick in if the camera spun using the lock-on, which is how most players ended up playing after a few hours since the lock on is super important.

The fact that the PC is claiming scalable features means they're new for PC. On the PS4 you had no control over this, it was just there and the latest patch changed it.
 
the motion blur was so bad on x1 that I returned the game within a few days because it made me throw up. now i can pick it back up without motion blur lol.
 
I'm not saying the gripes weren't justified, I just find them advertising "Hey, we fixed the motion blur!" to be funny.

(Holy shit, I didn't know it was that bad. How did nobody fix that before release?)

The game actually didn't sell that well so that's why they're pushing it like that.
 
I looked up a video showing the motion blur, I can agree that it was way too much before the patch. Like, the way the blur looks is great, but the way it scaled with speed was overkill. I could definitely imagine that being annoying if you were twitch-moving the camera around.
 
If it's a game from this millennium there's no good reason for it to be locked to a fixed framerate in my opinion.

I'm certainly not saying that 30 FPS is unplayable, that's silly, but not complaining about it is just as silly. No one should be writing an engine which is so completely locked to a single framerate, not on any platform. It's bad engineering.

there is it

fuck locked 30fps games
 
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