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Talk:Valkyria Chronicles

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ported to Microsoft Store by a different dev; what do?

6
JohnTHedgehog (talkcontribs)

The Game Pass version was ported by Lab42, despite being very, very similar to the Steam version by Little Stone.

How do I describe this in the Infobox? I put it as "Microsoft Store". Is this okay?

Baronsmoki (talkcontribs)

I think the edit you made was perfect.

JohnTHedgehog (talkcontribs)

Cool, thanks. Still, my edit added this article to the list of "Invalid templates", so I'm going to wait for someone in staff to take an official position. Otherwise I'd edit the rest of the articles myself.

Baronsmoki (talkcontribs)

I changed Lab42 from a "porter" to a "developer". The template only allows "porters" to be to a specific OS, hence the template error.

JohnTHedgehog (talkcontribs)

That's alright, but not a final solution as other pages now list them as a major developer of this game, but don't show Little Stone, who did the most work of bringing it to PC! (See Company:Sega)

JohnTHedgehog (talkcontribs)

Actually, the admins recommend doing it your way, so there. Problem solved.

Theclaw135 (talkcontribs)

The PS4 remaster of the game is less blurry. Do we know what Sega did? It'd be great to be able to, more or less, bring the small improvements over to the PC version.

Internal Resolution is not locked

8
BONKERS (talkcontribs)

Here's a comparison

GeDoSaTo isn't used.

http://screenshotcomparison.com/comparison/99810 1600x900 native vanilla vs 2400x1350+4xSGSSAA (These are my screenshots).


Nothing is rendered at a lower resolution. It is simply just due to the rendering set up and the art style. (which includes the outlines.)

Even before release there were comparisons with the PS3 version showing that there indeed was a difference

Marioysikax (talkcontribs)

You can clearly see 3D elements are rendered at lower resolution and put trough filter. Yes, it's art style and that's how rendering is set up, but it's still lower internal resolution at the beginning.

SGSSAA is like you can see name contains SSAA which raises the games resolution which then increases percentage of internal resolution. Basically same thing like GeDoSaTo does it, like DSR does it, like larger resolution scaled with GPU does it, etc.
If you try using "regular" or post AA and maximum AF, there's zero to none difference visible but still massive amount of blurred aliasing - again - hinting towards lower internal resolution.

Also see my earlier post at http://pcgamingwiki.com/wiki/Thread:Talk:Valkyria_Chronicles/About_internal_resolution (found your comparison before you link it, to prove you there's indeed lowered internal resolution lol)

BONKERS (talkcontribs)

But it's NOT lower internal resolution. Just because it's slightly blurry and is aliased =/= the internal rendering resolution is lower.

Marioysikax (talkcontribs)

Then answer me, what is it then?
It can't be the filter alone as it would make zero sense if they implemented filter which would add aliasing and then blur it. Also increasing the resolution not only minimize the aliasing but also makes textures much sharper.

In any way raising resolution over native significally improves overall visual quality objectively so it should at least be mentioned.

Mirh (talkcontribs)

It's not unusual for SSAA to improve textures sharpness.
Anyway, even the screenshots on steam store exhibit the same blur...

The filter possibility can't be so easily dumped. Older FXAA version for example showed similar behaviors.
This is how console users try to determine their internal resolution (I'm not aware of others extreme methods)

But be it lower internal resolution, or just a weird filter, SSAA solution should definitively be mentioned in the page (even better.. we should have a page for all this upscaling tricks)

BONKERS (talkcontribs)

The fact that it's "Blurry" is not because of something like FXAA. FXAA or the likes of MLAA didn't even exist yet when this game was created.


It's just a simple matter of how they do rendering and post processing. (For example, using some what of a stylized DoF filter)

I have found a solution for driver AA, but needs more testing as well.

BONKERS (talkcontribs)

Either way, the easiest solution for the layman will be to just use GeDoSaTo with SMAA/FXAA to their liking.

Mirh (talkcontribs)

So.. you are excluding something like FXAA because FXAA itself didn't even existed in 2008
But then you claim it's a post processing filter... which is exactly what FXAA is?

Anyway, I'd like to know if when Marioysikax says "raising resolution" he meant a switch from 1280x720 to his native resolution, or he just used SSAA

Durante sees no problems aside from " everything scales with [horizontal, if I understood] resolution"

To answer to this question: it's not a built-in downsampler, nor a filter.
I believe it may be the special non-photorealistic stroke-based rendering engine itself that blurs everything

About internal resolution

1
Marioysikax (talkcontribs)

Internal resolution isn't locked, that's for sure as raising resolution also raises 3D models, but it seems like it's certain percentage of selected screen resolution. That's why I didn't use word "locked" but "lower" at made key point.

At least for me this definitely looks like 3D models are rendered at lower resolution and upscaled with filter, also considering how blurry everything is and even with forced highest possible AA and AF image quality stays identical
http://i.imgur.com/gIiGYcT.jpg and http://screenshotcomparison.com/comparison/99810

This is probably to keep much thicker outlines and with blurrier visuals it does look bit more like painting, but personally I don't like it at all.

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