Only in that the game looks way too soft/blurry in handheld mode, and now I know why.And maybe they'll be able to optimize it through updates, but come the fuck on, before this video did it really hamper your enjoyment of the game?
Only in that the game looks way too soft/blurry in handheld mode, and now I know why.And maybe they'll be able to optimize it through updates, but come the fuck on, before this video did it really hamper your enjoyment of the game?
Really interesting episode! A lot seems to be going on behind the scenes with Octopath
Do you think we'll get an HD remaster of the game on PS4/X1/PC that runs at 60fps and 1080P?
Do you think we'll get an HD remaster of the game on PS4/X1/PC that runs at 60fps and 1080P?
Do you think we'll get an HD remaster of the game on PS4/X1/PC that runs at 60fps and 1080P?
Do you think we'll get an HD remaster of the game on PS4/X1/PC that runs at 60fps and 1080P?
I play at 60 and 120 fps often and I don't see the framepacing issue with my naked eyes at 30.With framepacing issues, so not really. But that's a matter of perspective, i guess.
Do you think we'll get an HD remaster of the game on PS4/X1/PC that runs at 60fps and 1080P?
Do you think we'll get an HD remaster of the game on PS4/X1/PC that runs at 60fps and 1080P?
Great man, don't play the game and just go on forums to complain about it.
I'll be enjoying what will probably be the RPG of the year and won't let other shit like an exact resolution get in the way of what is a wonderful game.
You can't actually expect someone to watch a video before whining, come on.if you watch the video or read the article, you'll understand why
I'm quite interested in seeing how the environments look when untextured
It pretty much already is in this style, just not pixel based and more representative of its paper namesake.
It'd be a port not a remaster and I'd be more interested in a 4k 60 version. No one really knows how likely a port is because no one knows the level of exclusivity. Nintendo is publishing it in the west but Square is doing it Japan which leaves open the possibility. The fact that it runs on UE4 potentially means a port wouldn't be too difficult but it also depends on if Square thinks there is an audience for it on the other consoles. I'd say don't expect it but I wouldn't completely dismiss it either.Do you think we'll get an HD remaster of the game on PS4/X1/PC that runs at 60fps and 1080P?
Color Splash had some quite impressive lighting effects but there's indeed a ton more it can leverage
Visually it doesn't look bad because of the stylized art but I personally am disappointed by the frame pacing issue. I feel it all the time while in the over world which is a bit disappointing for a game that looks like this but I suppose the effects are quite taxing on the Switch. (Is that how frame pacing works?)So this is a thread about a DF video, thus focusing on the technical aspects of the game, but discussing about the said technical aspects is somehow a sensitive issue?
I'm also surprised that the game does not run at 1080p/720p, and I had no idea the effects used were as taxing as they are on the hardware.
That being said, the game still looks great, but I understand why some of us feel mildly disappointed.
but discussing about the said technical aspects is somehow a sensitive issue?
So this is a thread about a DF video, this focusing on the technical aspects of the game, but discussing about the said technical aspects is somehow a sensitive issue?
I don't really appreciate the notion that we can't wish the game was native res undocked/higher res docked, or that anybody who does complain about it isn't playing and/or enjoying the game. I'm over 30 hours in and absolutely hooked. I think it's a very pretty game, but as somebody who plays nearly 100% undocked I really do wish that it was native res because unfortunately, I can tell the difference.
I wonder if this is just an issue with UE4 games on the hardware. Do we have ANY UE4 game that runs at native res either docked or handheld? The only ones I can think of are Fortnite, Octopath and Snakepass and they're all well below native resolution.So this is a thread about a DF video, thus focusing on the technical aspects of the game, but discussing about the said technical aspects is somehow a sensitive issue?
I'm also surprised that the game does not run at 1080p/720p, and I had no idea the effects used were as taxing as they are on the hardware.
That being said, the game still looks great, but I understand why some of us feel mildly disappointed.
I wonder if this is just an issue with UE4 games on the hardware. Do we have ANY UE4 game that runs at native res either docked or handheld? The only ones I can think of are Fortnite, Octopath and Snakepass and they're all well below native resolution.
unfortunate about that portable mode resolution considering the my only interest in the Switch is as a handheld.
It won't stop me from buying the game, but like Xenoblade 2, just can't help but be disappointed.
If I remember right, other consoles have issues running games at native resolution with the engine too. DQXI runs 900p on base PS4 so it could just be a general issue with the engine.I wonder if this is just an issue with UE4 games on the hardware. Do we have ANY UE4 game that runs at native res either docked or handheld? The only ones I can think of are Fortnite, Octopath and Snakepass and they're all well below native resolution.
Really? In the DF video of DQXI they mention that UE4 games running lower than a native resolution isn't uncommon. I didn't do much research and I can't pull any titles off the top of my head though.there's no issue with UE4. All of those games are demanding since UE4 is made for demanding games, and therefore are running at lower resolutions.
I hadn't noticed it wasn't 1080p docked but to be honest it's not really surprisng. A lot of what people think is traditionally taxing on hardware (textures, detailed models) is all pretty straightforward and non-taxing on modern hardware and is only really limited by video memory. The stuff that pushes hardware is the stuff that this game is doing a lot of. Super high quality image effects and extensive UE4 visual features, is very taxing on hardware. Just look at the shadow work mentioned in thsi video - that shit is so expensive in terms of rendering budget.
The frame pacing I had noticed but at least it's not really a twitch game to say the least.
Chances of a patch to tone down/deactivate some effects thus improving resolution and frame rate?
unfortunate about that portable mode resolution considering the my only interest in the Switch is as a handheld.
It won't stop me from buying the game, but like Xenoblade 2, just can't help but be disappointed.
the issue that people are pointing out is the same as always: people focusing exclusively on resolution numbers instead of watching the entire video that goes in great details about why the game is taxing that way
unfortunate about that portable mode resolution considering the my only interest in the Switch is as a handheld.
It won't stop me from buying the game, but like Xenoblade 2, just can't help but be disappointed.
The overly defensive posts are making this thread kind of a chore to read. It's a Digital Foundry thread; dissecting (and yes, critiquing) a game's graphics are kind of the point.
BINGO!!! Please please please Square, revive Tactics with this art style / aesthetic!!!I hope Square makes more old school JRPGs in this style. I'd love to see a new FF Tactics game that looked like this for example .
Digital Foundry seem to have made an effort of saving the resolution and frame rate portions until the end of their analysis to combat this.the issue that people are pointing out is the same as always: people focusing exclusively on resolution numbers instead of watching the entire video that goes in great details about why the game is taxing that way
It won't stop me from buying the game, but like Xenoblade 2, just can't help but be disappointed.
because more options are always good.