|
Apart from the HUD being slightly different scale than on consoles, it looks like it does on console. Motion and gameplay in the game is fluid, the resolution shouldn't have any impact on the game unless you're one of those people that can't play games that aren't pretty.
|
# ¿ Aug 23, 2012 15:11 |
|
|
# ¿ Apr 25, 2024 08:25 |
|
Holy Cheese posted:Pretty sure we are lucky to actually have it released on the PC. I don't want to sound like Phil Fish but a lot of Japanese developers and publishers are rather closed minded. There really is more to life than Monster Hunter on a Sony product. Also, I'd listen to Phil Fish more if he'd actually written a single line of code for Fez, and wasn't just some idealistic guy that doesn't understand the industry and lucked into a winner.
|
# ¿ Aug 23, 2012 15:58 |
|
dreffen posted:Looks surprisingly fine! Who would've thought.
|
# ¿ Aug 23, 2012 16:04 |
|
voltron lion force posted:Durante does what FROM don't. It's probably one modified line of code in a template d3d9 intercept project from google, replacing the original 1024x720 dimensions with his full native res dimensions. That doesn't change that the rest of the game is still designed around an absolutely fixed resolution, so who knows what issues that may cause. Edit; also I guess he'd need to change DepthStencilSurface the same way to not break things. The Gripper fucked around with this message at 22:22 on Aug 23, 2012 |
# ¿ Aug 23, 2012 22:20 |
|
Bobnumerotres posted:I really hope I can run this game in a window. I run every game in a window anyhow and 720p isn't too terrible a size on a 1080p screen.
|
# ¿ Aug 23, 2012 22:24 |
|
apophenium posted:1920x1200 and yes.
|
# ¿ Aug 24, 2012 01:14 |
|
If anyones interested, the resolution fix is pretty much these three lines of code: https://github.com/farces/DSResFix/blob/master/myIDirect3DDevice9.cpp#L166 I spent an hour or two trying to sort out the orange soapstone sign messages being invisible but it's a bit lovely, I think it's done manually assuming 1024x760 resolution and the stencil is out of whack and I just can't be assed with it. Edit; fixed link
|
# ¿ Aug 24, 2012 03:06 |
|
Orv posted:Ugh, I really don't want to play through the game each time for a new gimmick build. That's really unfortunate.
|
# ¿ Aug 24, 2012 13:40 |
|
Blunt Force Trauma posted:Not quite, the game also has some weird reverse mouse acceleration thing. Fast movements turn the camera slowly, slow movements turn the camera quickly. That's the only thing preventing me from using KB+M in Dark Souls. It's what makes it have super jagged intervals at slow speeds and really unpredictable motions if you move too fast. It's not *quite* what I expect from mouse movement, so it's a bit disorienting.
|
# ¿ Aug 28, 2012 10:12 |
|
Cowcaster posted:This is absolutely the truth, and I have a pretty good feeling that if anyone can tweak the autolock problems it'll be the resolution hack guy.
|
# ¿ Aug 28, 2012 11:43 |
|
|
# ¿ Apr 25, 2024 08:25 |
|
Kiggles posted:My guess is, whatever obnoxious performance hog of particle code they have will remain that way, even if something like reducing precision might also help smooth framerates on consoles... god, I hope there is a fix. That said, if this (inefficient shaders) was the case it'd be a GPU bottleneck issue, which contradicts what people are saying so who knows.
|
# ¿ Aug 28, 2012 12:28 |