Sayonara 544p (Sayonara Umihara Kawase resolution unlock)

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.
spoilertagged part, very pretty please and then some.
 
There may have been some issues at launch but I think IFI fixed those themselves.

Afaik Durante always praises IFI's ports.

Same goes for Final Fantasy XIII, though. I never saw his tag as a way to shit on the developers, just as a way to praise his work.
 
Wasn't the resolution locked to 900p before he did his magic, or something like that? Never played it myself.

It was an odd one, it wasn't strictly 900p internal, and selecting a lower resolution would render at that lower resolution, but the selection of resolutions stopped at 900p like Platinum's early ports capping out at 1080p in the options.

And IFI fixed that after a week anyway.
 
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.

By years ago, I'd say it's the opposite of cluelessness, same as WB, same as UBI, so the last sentence isn't cut and dry either.

Save some money, save some time, save some effort, roll the dice it ain't a financial blowback.
 
It is DX11`?!

what on earth is this?
Yep, it's DX11. Not too badly coded either, at least judging from its interaction with the API.

But that port is good by itself? What did Durante do there?
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!).

Of course, unlike most of the times when I do something like this, in that case IFI actually fixed it themselves later, and better.
 
That upscaling looks a lot better looking at your PPSSPP post. I definitely gotta test that out more.
 
I haven't heard of this game until recently and put it on my watch list.

After seeing this though, I'll end up getting it sooner than later. Thanks Durante.
 
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.

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.
 
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?
 
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.
 
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?

You'll need to add Sayonara UmiharaKawase (UmiByeWin is its executable name) to the whitelist. Then you can mess with the settings you want for it under its profile.
 
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.
 
Yeah, it seems to increase the loading time and doesn't fix the black borders, so not too sure if this is worth it.

As an aside, is the original SFC game included in this release as well?
 
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.
Wait, they didn't fix that? I thought quick retries were one of the selling points on the vita version.
 
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.

I didn't mind that much since that was clearly an artistic thing and not something that affected the gameplay. The Bioshock example bothers me because you can have it running beautifully at 60+ fps on a toaster, and it will still not look as good as it possibly can because the corpses and objects start moving like a silent movie from the 1910s compared to everything else.
 
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.

It's okay, thanks to globalization, we live in a world where multi-millionaires are only slightly better off than your average folks. It's better to do what you want and in a place you're comfortable in.
 
So, how's that port studio coming along? Get a pair of japanese businessmen on board and you probably have at it!
;_;

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 think you can go ahead with whatever magical trick was used for blame space's tag? it's 545 characters fully extended.
Mouseover on the game, read the exploit? ;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.

Too bad we don't live in the same country, I would gladly work with you in such a studio.
 
Wait, they didn't fix that? I thought quick retries were one of the selling points on the vita version.

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.
 
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.
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.

You can reduce either the scaling factor or set the mode to 0 in the Umihara settings and it will have almost no impact on the image but make a huge loading time difference.
 
The time and effort you put into generally improving games for the benefit of others continues to impress, I say good work on a job well done and thanks for the awesome continual effort you have put in.

Based Durante is based.
 
Game looks fun, I think I might pick it up! Thanks for the resolution unlock, comparison pic looks stunning. And since this is on DX11, my hope for a Toukiden resolution unlock lives on :D
 
Is it possible that the odd internal resolution is a remnant of the Vita version rendering at a sub native resolution?

That's just a guess, I never played the vita version, but I know a few vita games are rendered at a sub native resolution.

It would be a bad reason for the PC version not having an unlocked framerate, but it would be an explanation.

Anyway, fanatic work as always, Durante.
 
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.

if you need people for community stuff..my girlfriend speaks 7 languages and I'm good with people ;)
 
A lot of smaller Japanese PC games tend to have really low resolution locks. Like sub-720p resolution locks.
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.
 
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.
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.)
 
Changing the rendering resolution is never cost prohibitive.

I'd argue that slavishly recreating the non-native rendering solution of a console version is marginally more effort than simply rendering natively.
 
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