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Talk:Final Fantasy Type-0 HD

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A summary of the antialiasing and resolutions, as well as various other things

1
Aemony (talkcontribs)

I'm not really certain how to add this to the article, so it's here for informative purposes while also allowing me to process it a bit.


Supported resolutions:

  • Fullscreen: 1280x720, 1280x800, [...] 1600x900, 1600x1024, 1680x1050, [...] 1920x1080, 1920x1200.
  • Window: 1280x720, 1920x1080. No other resolutions are supported.


Antialiasing (SSAA):

  • High: 2.25x
  • Highest: 4x

The multiplier is basically the difference between the total number of pixels in the render target divided by the base resolution selected. This have been confirmed using Special K's ability to view render targets while using different settings.


The above allows one to achieve various resolutions using certain combinations.

  • 3840x2160 (4K) can be achieved by using 1920x1080 + Highest. (3840x2160) / (1920x1080) = 4x (SSAA)
  • 2560x1440 (QHD) can be achieved by using 1280x720 + Highest. (2560x1440) / (1280x720) = 4x (SSAA)
  • Using 1920x1080 + High (2.25x) will result in a 2880x1620 resolution being used.
  • Using 1280x720 + High (2.25x) will result in a 1920x1080 resolution being used.

Now despite it being possible to achieve a 2560x1440 render target without modifying the executable itself, the actual end result sucks. Most likely due to the extreme amount of temporal anti-aliasing on top of it. This results in the image looking extremely washed out on native 1440p monitors.


Exclusive fullscreen mode Exclusive fullscreen mode can be achieved by using Special K's ability to force a fullscreen mode override. This will allow G-Sync to kick in as well.


Borderless window mode Using [[Special K]'s resolution override/limiter as well as borderless fullscreen mode override, it's possible to get the game to output in whatever arbitrary resolution one wishes to.

It's downsampling. Don't revert well researched edits.

5
Eleventeen (talkcontribs)

It's downsampling. Durante did the research and explained very clearly why it is, and even linked the tool you can use to check yourself. He's the guy who fixed Dark Souls and FFXIII resolution, extremely well qualified to analyze this port too. So removing his info and reference is pretty wrong. I mean your trusting some weird, very unknown japanese site over the authority on the subject.. No.

And yes, they are different. SSAA is a far older technology, that works mostly like other non-PP AA techniques - it applies only to the 3D scene. Downsampling applies to the entire image - hud/2d elements and all. So it can make those look better too (or if not programmed/scaled well - make them smaller).

Downsampling also tends to have a much harsher impact on framerate, thus the complaints on the steam page/forums about performance on high end machines (people didn't realise they were running the game at 4k - they probably could handle running the game at 2-4x SSAA)

Plus the info posted was plain wrong. 1.5 SSAA is not a thing that exists. All modes of SSAA use whole numbers. 1.5 is the times the render resolution got increased vert and hor (1.5x1.5 = 2.25 downsampling).

Plus you also removed my other edit which is different and also important. --08:52, 26 August 2015 (UTC)

Marioysikax (talkcontribs)

I didn't remove reference, simply added it next to other one as I didn't have time to look into them in depth. As for the comment about resolution data location, I don't think it benefits anyone unless someone actually manages to change them and simply glutters note section without good use.

It's just that he talks about "game" being rendered at higher resolution. Now nowhere is mentioned what "game" includes, so I was assuming that it meant 3D rendering, exluding HUD items and such and simply referring to it as "downsampling" because it's commonly used term nowdays.

I will still stand behind my words that SSAA and downsampling are essentially the same as it's same technology, as both take higher resolution and downsample it to smaller resolution. Other just does this with 3D rendering end while other makes the game as whole render at higher resolution and downsample it - like you said. I do admit I may have used them interchangeabely in the wiki as well. But with this case I don't see any actual proof that 2D elements are also rendered at higher resolution and frankly, those assets are most likely done for 1080p so there would be zero visible difference in them even after. So what is left is that game is maximum 1080p for the user at all times, where in "downsampling" I would assume I could get 4K out from the game.

1.5x SSAA is a thing, I know at least Ryse: Son of Rome has it as an option. Even 0.5x SSAA is a thing in Metro: Last Light Redux.

BONKERS (talkcontribs)

You are completely going off a few interchangeable or common-man terms used often (In a different use case then how it's actually done in game too). And don't seem to grasp what is actually happening here.

Downsampling is a term used in place of OGSSAA (Which in turn is often used instead of FSAA;Full Scene;). OG is the sampling pattern the technique uses to define the sub-pixel sampling point positions per pixel. http://www.x86-secret.com/articles/divers/v5-6000/datasheets/FSAA.pdf

The usage of "Downsampling" it commonly associated with simply using a custom resolution to run the game at a higher resolution in order to get better IQ and less aliasing. This was often done through your GPU driver, with the GPU handling the scaling back to your native resolution. With Nvidia cards it used a linear filter which didn't always look the best. Durante made GeDoSaTo which let you do basically the same thing but with selectable resampling functions in place of the fixed one in place by the GPU drivers (As it was never intended to be used that way) At the end of the day, this is still just OGSSAA, because the sub-pixel sampling pattern is still an ordered grid. You are just essentially brute forcing it by running the game at a higher resolution. Which comes with it's own caveats and benefits.

The difference is,

When developers implement this straight into the game, they have control over every aspect how and when it is rendered and whether they even use an Ordered Grid or not. (SC: Black list for example has a Rotated Grid option. But it isn't very good) HexaDrive in this specific example, in their own words on their blog refers to this as "FSAA" Which they then go on to mention what resolutions the game actually renders at when using a 1080p base resolution. Both of which are placed on a fixed scale from the base resolution. More than likely only certain rendering passes as well (IE: Doing it before the UI pass based on my own comparison http://screenshotcomparison.com/comparison/140131 as you can see the UI doesn't see any smoothing)

So yes, describing each AA setting as using SSAA is completely and factually 100% correct. Because that is what it is. It's Super Sampling. It's not downsampling. Downsampling is brute force OGSSAA by running the game in a higher resolution and thus rendering *everything* at a higher resolution and not just what needs to be rendered at a higher resolution.


Another problem is there is no standardized naming scheme developers go by when it comes to the actual amount of SSAA used. Some games when they list "2x" in the SSAA option. They might be referring to "2x2=4" or "1x2" or "2x1" or some other odd amount that involves rounding (Like how Nvidia DSR does for a lot of ratios including "2x").

BONKERS (talkcontribs)

You need to stand up and realize when you are wrong. We've been over this. You are basing your own opinions entirely on nearly but different interchangeable terms.

You are also muddying up the descriptions of the options by putting in unnecessary fluff. Poorly explaining what a 4x factor isn't helping anyone. Telling someone what you wrote doesn't explain what is and why it is that way. Nor does that need to be there anyway.

It's NOT downsampling in the way the term is normally used, for the last time. I will undo your edit every time you attempt to change it and bring admins in if I have to.

Because if you REALLY want to be FACTUALLY correct in the description. It will be labelled as "FSAA" and not "SSAA", because that is how the developer itself labels its technique and implementation of Super Sampling. And their word overrides whatever you think to be correct since you know they are ones who made the damn thing.

Eleventeen (talkcontribs)

I'm not gonna participate in an edit war with you, especially over something so foolish. So have you way kiddo. It benefits no one but your own foolish pride, but I won't waste my time on it.

But the fact is you're disagreeing not only with me, but with
Durante - pretty much by far the most knowledgeable guy on this subject. A man who is likely a big reason Square started trying harder on their ports.
Nvidia - They have no 2.25x SSAA option. They only use whole numbers in SSAA modes such as 2x2. Using terms that defy the very people that invented the technology is pretty foolish.
Square Enix - They call it anti aliasing. Just anti aliasing. Any further explanation we do is to benefit the viewers, and my explanation included a link to an in depth analysis by an expert on the subject. IF that's not enough for you, I don't know what is. But yea your a bit arrogant to disagree with Durante, but I'll let someone else edit war if they care enough. It really isn't a big deal to me.

Regardless of the technical details, Calling it SSAA is EXTREMELY unhelpful to our average reader, because SSAA tells the reader that if they apply SSAA say 2x2 or 4x4 or 8xS , they will get the similar or better effects than if they used the launcher option.. This just isn't the case im afraid. The way the game engine works it unique and simply does not support SSAA - forcing it on with nvidia inspectors results in no AA at all. While forcing downsample does indeed work.

Results of my testing of the game and others.

1
BONKERS (talkcontribs)

Game seems to do some Texture Filtering. But there is no option for it. Forcing 16xAF through drivers provides better detail on hair http://screenshotcomparison.com/comparison/139090

Unless you set the controller to gamepad in the launcher, it will display Keyboard Icons

Mouse Cursor is ALWAYS on screen, you can move it to the edge, but it doesn't disappear completely.

There is constant tearing no matter WHAT I do, creating a profile and forcing Vsync doesn't seem to work.

Game is locked to only 2 display/base render resolutions. 720p and 1080p.

If your monitor is less than 1080p, but greater than 720p. You will run into problems.
On my 768p TV, it will not allow 1080p. Only 720p. On my 1600x900 monitor, 1080p works. On another user's 1600x900 monitor, 1080p doesn't work. http://www.neogaf.com/forum/showpost.php?p=175888043&postcount=1106 http://www.neogaf.com/forum/showpost.php?p=175888290&postcount=1107

Setting the game to windowed 1080p on one of the set-ups mentioned does not display a 1080p Window but still renders at 1080p.
EX Screenshots http://www.neogaf.com/forum/showpost.php?p=175886507&postcount=1102 Notice the GPU usage is at around 70+%. This is on a 980 with Highest AA turned on. Highest AA at 720p only uses around 35% GPU usage

On one of my Audio set ups, the Audio from FMVs comes out garbled like it's trying to time stretch it.
Clip https://www.copy.com/s/t%3AyxPydE9QwAKqYAQL%3Bp%3A%252FType-0%2520Garbled%2520audio.mp3 http://www.neogaf.com/forum/showpost.php?p=175886507&postcount=1102
The audio isn't garbled on my other sound setup AT ALL though! I have audio going from SPDIF out to another room that is run through a DAC to an amplifier. Though if the problem was on the output side I wouldn't be able to capture the audio problem from within windows right?. EX to record the audio clip above, I had to set my playback device back to the analog L/R out. But when I actually USE that output in my other room on my 1600x900 monitor, no audio problems. Dedicated sound card too WHAT:?

AA settings are as follows: Off (NoAA), Normal (Temporal AA), High (Temporal AA + 1.5x1.5 SSAA), Highest (Temporal AA + 2x2 SSAA)
http://hexadrive.jp/hexablog/%E3%81%84%E3%81%84%E3%83%A2%E3%83%8E%E3%81%A5%E3%81%8F%E3%82%8A%E9%81%93/8005/ (The URL contains Kana, which doesn't seem to be supported here on PCGamingWiki. It should redirect properly though. Here's their blog URL and it should work fine http://hexadrive.jp/hexablog/

There is no way to remap keyboard keys or Gamepad controls. Only a few presets for each

Some players are reporting FMV audio de-syncs
http://www.neogaf.com/forum/showpost.php?p=175864988&postcount=1034

High refresh rate monitors and GSync users are reporting sync problems.
http://www.neogaf.com/forum/showpost.php?p=175861143&postcount=1028

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