KojiKnight
Member
I respected you before, I love you now. Keep the dream alive!Starting with all 6 PS3 Atelier games.
I respected you before, I love you now. Keep the dream alive!Starting with all 6 PS3 Atelier games.
But that port is good by itself? What did Durante do there?
Wasn't the resolution locked to 900p before he did his magic, or something like that? Never played it myself.
spoilertagged part, very pretty please and then some.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
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.
There may have been some issues at launch but I think IFI fixed those themselves.
Afaik Durante always praises IFI's ports.
Wasn't the resolution locked to 900p before he did his magic, or something like that? Never played it myself.
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.
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.
Funnily enough that's my dream job for you too!
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.
Yep, it's DX11. Not too badly coded either, at least judging from its interaction with the API.It is DX11`?!
what on earth is this?
The very first Neptunia initially had some strange resolution locking/availability issues, which I fixed with an insane ad-hoc OpenGL interceptor hack (yeah, it was also OpenGL!).But that port is good by itself? What did Durante do there?
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.
Again, how do you get this fix to work? I have the program activated but I don't think it's working as I don't notice any changes. Is it still supposed to have the black borders around the screen?
Wait, they didn't fix that? I thought quick retries were one of the selling points on the vita version.I really love this game, but going back to the menu every time you fail (unless you've beaten the level once) is a real killer. The punishment for failing is getting booted back to the menu, which takes a few full seconds, then loading back into the game, which takes about 6 full seconds. For a game where you can die so easily so often, it's not very fair.
As an aside, is the original SFC game included in this release as well?
The early Rock Band games had the background stuff like the venue and band running at 30fps and the fretboard running at 60fps. I tried not to think about it.
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
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.
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.
Wait, they didn't fix that? I thought quick retries were one of the selling points on the vita version.
Wow, that's really dumb. I wonder if that can be modded.They did add them, but IIRC you can only use them once you've beaten a level. So they're basically meant for speedruns and going for secret exits.
Yeah, I pushed really unreasonable settings by accident. Also, the parallelization of the texture scaling is currently broken, I just didn't have time yesterday to fix it.I haven't messed around much with the settings, but if having shiny graphics costs me huge load times starting up stages, I'm not sure if the tradeoff is worth it.
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.
Sure, but typically because they were originally made to those resolutions on whatever platform they were on before PC. Unless it is sub native on Vita, I can't see why the resolution on PC would be lower than the Vita display.A lot of smaller Japanese PC games tend to have really low resolution locks. Like sub-720p resolution locks.
It's not that surprising if you expect your games to not run like shit. It's a simple performance optimisation. Of course it should be corrected for ports but that's effort. (not a lot of effort to do, but developers usually fear possible breakage and extra testing it would involve to not touch it as it could be cost prohibitive.)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.