Sayonara 544p (Sayonara Umihara Kawase resolution unlock)

Durante

Member
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You know the drill:
  1. Sayonara Umihara Kawase got a PC port.
  2. It was locked to 960x544 (!) -- or at least that's what people thought (ok, that's actually novel, read the link below if you want to know what the "that's what people thought" part is all about).
  3. I fixed it.

Why is this interesting?
  • It's the first time GeDoSaTo does anything useful for a DX11 game.
  • It's a great platformer, and other than the resolution lock it's a decent port (very consistent 60 FPS framerate, no issues).
  • It's the debut of the new GeDoSaTo texture resolution upscaling option. Works like the one I did some time ago for PPSSPP.
 
If I'm reading this right, the resolution lock seems similar to what was going on with the Dark Souls port before you fixed it. Does that sound right?

Still, that's crazy that they went out of their way to port it over under such strange settings.
 
It's the debut of the new GeDoSaTo texture resolution upscaling option. Works like the one I did some time ago for PPSSPP.
I always wondered why that texture upscale option never happened. Some games will really benefit from it.
 
If I'm reading this right, the resolution lock seems similar to what was going on with the Dark Souls port before you fixed it. Does that sound right?
Yes, very close really, given that DS1 also had a very unusual internal rendering resolution of 1024x720. Obviously 896×512 is even worse, but the principle is very similar.
 
Yes, very close really, given that DS1 also had a very unusual internal rendering resolution of 1024x720. Obviously 896×512 is even worse, but the principle is very similar.

It still amazes me that it's possible to have an internal rendering resolution, an external rendering resolution, and THEN upscale that to what your display ouputs at. I'm not super tech savvy, but that sounds like some straight-up divide by zero shit to me.
 
At this point I think these lazy Japanese developers are putting the least amount of effort into their ports because they know you'll fix it for them at no cost :P

Great work, even if I have no interest in this game.
 
Awesome. Still haven't picked this port up yet, as I didn't play a ton of the 3DS game, but this pushes me pretty close.
 
It still amazes me that it's possible to have an internal rendering resolution, an external rendering resolution, and THEN upscale that to what your display ouputs at. I'm not super tech savvy, but that sounds like some straight-up divide by zero shit to me.
This makes me want to tell you that many modern games, particularly on consoles, might have multiple internal rendering resolutions!
(E.g. alpha effects are rendered at lower resolution than the main pass)

And of course, you could think of shadow map resolution as a "rendering resolution" as well, and those are all over the place.
 
To hide how shit some of the textures will look at 1920x1080, I imagine.
I don't really get that line of thought. I mean, you don't fix a few bad textures by making everything look like shit. Really, the aliasing at 896×512 on a PC monitor without any AA is out of this world. Just look at the image in the OP, and imagine that it's far worse in motion.

If that's the cure, then it's very much one of these "worse than the disease" things.

Would you ever consider a job in the video game industry Durante?
Sure. When I finished my PhD (2 years back) I considered applying for Oculus. But I didn't really want to move to the US. Looking back, if I had done it I'd probably be a lot richer. But I'd also be working for Facebook. Hardly worth it :P

My dream job would be having a small (e.g. me and <5 other people) company creating PC ports of indie and mid-tier titles.
Starting with all 6 PS3 Atelier games.
 
Speaking of which Durante, do you think the texture upscale could work with any 3D emulator such as Dolphin ? I wonder how close to WWHD would the GC version of Wind Waker would look with such a texture upscale.
 
This makes me want to tell you that many modern games, particularly on consoles, might have multiple internal rendering resolutions!
(E.g. alpha effects are rendered at lower resolution than the main pass)

And of course, you could think of shadow map resolution as a "rendering resolution" as well, and those are all over the place.
That stuff, I'm aware of, but I don't mind that as much. Now, if it's running at different framerates, like the physics in the first two Bioshock titles, then I get really grumpy.
 
My dream job would be having a small (e.g. me and <5 other people) company creating PC ports of indie and mid-tier titles.
Starting with all 6 PS3 Atelier games.

I shudder to think how much K-T would want to charge for a good port of their games, when they have the gall to want €60 (+€12 for DLC) for Toukiden: Kiwami. :(
€240?
 
Just so you can plan your future exploits, know that GAF tags are limited to ~250 characters so if you keep doing this, we'll run out of space.
 
I don't really get that line of thought. I mean, you don't fix a few bad textures by making everything look like shit. Really, the aliasing at 896×512 on a PC monitor without any AA is out of this world. Just look at the image in the OP, and imagine that it's far worse in motion.

If that's the cure, then it's very much one of these "worse than the disease" things.

Sure. When I finished my PhD (2 years back) I considered applying for Oculus. But I didn't really want to move to the US. Looking back, if I had done it I'd probably be a lot richer. But I'd also be working for Facebook. Hardly worth it :P

My dream job would be having a small (e.g. me and <5 other people) company creating PC ports of indie and mid-tier titles.
Starting with all 6 PS3 Atelier games.


:")


Just so you can plan your future exploits, know that GAF tags are limited to ~250 characters so if you keep doing this, we'll run out of space.



Eh, I never understood how these tags things works. It's like black magic or sorcery to me. Is it something only certain members choose, or something mods choose on demand or just for fun ?
 
At this point I think these lazy Japanese developers are putting the least amount of effort into their ports because they know you'll fix it for them at no cost :P

Great work, even if I have no interest in this game.
You sound like satire, but either way it's more cluelessness than anything else. Japanese devs just don't seem to care about full resolution options and frame rate control like western devs do.
 
I don't really get that line of thought. I mean, you don't fix a few bad textures by making everything look like shit. Really, the aliasing at 896×512 on a PC monitor without any AA is out of this world. Just look at the image in the OP, and imagine that it's far worse in motion.

If that's the cure, then it's very much one of these "worse than the disease" things.

I really do think it's possible for a uniformly low resolution, which basically acts as a single hurdle that I can jump over relatively quickly, to be preferable to huge visual inconsistency throughout a game.

But when I say "huge visual inconsistency", I'm talking, like, Mario 64 at 1440p. Not this, which seems so obviously and completely better-looking at higher resolutions.
 
So how do you get this to work? Just leave the GeDaSaTo program running while firing up the game? What are the best settings to get the cleanest image possible?
 
Just so you can plan your future exploits, know that GAF tags are limited to ~250 characters so if you keep doing this, we'll run out of space.

The previous tag was better. All you had to do was throw in a 544p resolution mention and it'd worked all the same.
 
I... didn't even know it was broken...

Goddamn, Durante, you work too fast. Truly worth of the title Father of the Abyss.

Just so you can plan your future exploits, know that GAF tags are limited to ~250 characters so if you keep doing this, we'll run out of space.

It's still missing "nep nep" though.
 
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