PS VITA Game Native Resolution Thread

The Pure Chess game on Vita is really pretty!

I was quite tempted to get that but there have been so many chess games that are pure glitz and no content. Is it any good? Do it have a library of openings and match types?
 
I was quite tempted to get that but there have been so many chess games that are pure glitz and no content. Is it any good? Do it have a library of openings and match types?

Nope, it's pure glitz and no content again, really. There's a bunch of tutorials explaining chess, and while comprehensive (includes strategies like forks etc) they end at the Italian opening (which is barely more than just shownig you the opening and giving you the basic objective) and some mid and end-game strategies.

The thing I like most about the application is that you have both a local and an online elo ranking, and you can 'play by mail' ... But that's the only online mode you have and it is, well, slowish, but it does have global leaderboards. You can't challenge people from the leaderboards, so have to remember their name, send them a friend's request, and then you can play - not ideal, and my biggest gripe.

You do have lots of options though for types of timer, e.g. unlimited, clock with x minutes, or clock with x minutes plus x minutes per move. What I do like is that when you play your next move, it automatically replays the last four moves.
 
Behold! :oops:

6P5YB.jpg


God, that looks fucking pathetic. Of all the things to scale down for a portable fighting game, why the heck butcher the characters?
 
well you're not going to save much on anything but the characters in a fighting game and It probably does look better on the Vita than on my 30" monitor...

<edit> at arms length on my tablet it almost doesn't look like ass
 
This is a PSP port or something, right?

Mind you, things are being a bit overblown here ... the game looks pretty good in motion. They just skimped on the character detail a lot, which shows up particularly up close. But otherwise the game plays exactly like the HD console versions, with the additional (quite amusing) touch based stuff included. So personally, I respect this choice.

That's not to say that Unreal Engine is probably not the best choice for this kind of thing yet, if I compare this to what PSP games like Soul Calibur V look like.
 
Mind you, things are being a bit overblown here ... the game looks pretty good in motion. They just skimped on the character detail a lot, which shows up particularly up close. But otherwise the game plays exactly like the HD console versions, with the additional (quite amusing) touch based stuff included. So personally, I respect this choice.

That's not to say that Unreal Engine is probably not the best choice for this kind of thing yet, if I compare this to what PSP games like Soul Calibur V look like.

Netherealm kept the backgrounds completely intact in the portable version. Every animated little thingie is still there and working on the Vita. Instead they chose to completely ruin the characters models - arguably the focal point of any fighting game.
Nope, I don't respect this choice at all. Not after Marvel VS Capcom 3 and Blazblue demonstrated how to do it right. (also look for SF X Tekken footage. Looks light years ahead)
The game looks like they gave the console code to a bunch of engineers, locked the artists in a cellar somewhere, and threw away the keys.
 
Not all that surprising imo. The game does look a wee bit soft. Whatever their AA method is works really good, though. The image quality in LBP is very pleasant.
 
Can't look at the pictures, but I got the impression from some stuff I read that the game might be native, but framebuffer effects definitely aren't. If I get the game tonight I'll post some screengrabs.

Can't reach neogaf at the moment myself.
 
Anyone here who would be able to figure out the native rendering resolution and AA of "Need for Speed: Most Wanted (2012)" for PSV from what appears to be shown in the pictures over there for example:

http://www.neogaf.com/forum/showpost.php?p=43793610&postcount=1443

http://www.neogaf.com/forum/showpost.php?p=43793645&postcount=1444

?

640 x ~368 (vertical res is a best guess). 640 (2/3 ratio) is pretty consistent. I highly suspect they're using 4xMSAA as well.

edit:

AC Liberation is 720x ~384 (vertical res is also a best guess), no MSAA.
 
liberation looks clean in cut scene or close up,and series always have very light tone color. I guess thats one method of hiding aliasing in many games?
 
liberation looks clean in cut scene or close up,and series always have very light tone color. I guess thats one method of hiding aliasing in many games?

The Vita screen being small and relatively high DPI also really helps in general. Upscaling just tends to look blurry above anything else, though it is also true that neither game has an extremely stand-out color palette.

They're still really impressive though - they're both basically open world games with day-night cycles. I'm willing to forgive them both a lot for that. I haven't played Liberation yet, but Most Wanted is basically Burnout Paradise on a handheld, with a lot better gameplay features, like being able to instantly retry races, go to other races on the map (you can still drive of course), instantly try to beat someone's Autolog record, etc. That's the only point at which there are some load-times, and they're not long.
 
Liberation doesn't have a day-night-cycle. Weather and time of day are predetermined by your main mission progress. It works like in the Infamous games or Assassin's Creed 2.
I also think it's probably the Vita where the sub native res hurts the most as there are so many fine structures being rendered. A particularly clean looking game Liberation is certainly not.
 
So some screenshots of the God of War collection are up.

http://imgur.com/a/ZYeoS (last screenshot is NSFW)

Is it me, or does this game appear to be running well below the Vita's native resolution in some of these screenshots? I want to say 640x368, but their post-AA filter is throwing me for a loop.
 
This is one of the biggest flaws of the system; native res > sub-native+100xAA.

Looking at those GoW screenshots it's easy to see that the game is sub-native+AA.
 
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