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翻訳の問題を報告
- Low Graphic.
Remaster:
- Boost when summoning is nerfed, most summon can't reach 200 - 255;
- Take time to get used to having 3D models completly new with ultra old 2D environment.
While mods are available to both, the most important of them isn't finished (rework of every 2D environment).
I also love the high quality character models, though the other version here can achieve almlst the same quality with modding, or so I've heard. The backgrounds can look a little off here to be honest (kinda blurry and washed out), but I was willing to deal with that.
There are also nice comparison videos on YouTube; worth to take a look for sure. :)
The Remaster may not be the game old FF8 fans wished for, but I like it a lot.
Hope that helps!
PS1 version had 60fps battle menus, PC versions only 15 (Some people say the Remaster has 16 instead but it's still meh).
We need a mod that restores the responsiveness of the original PS1 menus in battle !!
Tough the boost while summoning is nerfed, they upped the summons damage.
PSX reaches much higher boost numbers because of the much more frequently updated battle menus and thus more frequent key registration too.
Who knows if they did a countermeasure by granting PC G.F. summons higher damage numbers to make up for the lower boost value.
This doesn't change the fact that PSX is easier to get high numbers with because of the facts I listed above
It has nothing to be with being 'responsive' or 'frames', they've set fixed timers at which time it is available to click from the start to the end of the summons & upped the damage in adequation to that.
So yes, you are.
The battle menu in any PC version of FF8 is very sluggish and unresponsive. Please do yourself a favour and watch a video of the PSX version ! You will see that the menu is so much smoother like there's a night and day difference. This is the only reason why the PC port struggles with input, especially button mashing while boosting.
Also what fixed timers ? There are none. It is random, sometimes you are free to boost 80% of the whole G.F. summoning duration and sometimes you will see alot of "X" and can't boost. When and how long the "X" appears is also random.
The failed world map textures, the slow and laggy battle menus (and with that, the boost feature) plus no analog control are the three biggest grievances people have with the PC port compared to the PSX version. If the devs fixed that a lot of people would really appreciate that
Stuff like blurry backgrounds or FMVs come next. They are the same mess in the PSX version too (since it's a dated game) but it doesn't stick out like a sore thumb as much there because the resolution is miniscule plus the rest looks crappy too
The menu on PSX indeed work with 60PFS menu update rate (in status menu AFAIR), but 30FPS in battle (Correct me if I'm wrong with the numbers, but that's 100% true that the tick rate for input method is 2x or 4x more often checked from the PC version).
The graphic updates over 15FPS on battle, therefore every four ticks the graphics is re-drawn, but you are able to do the inpit four times faster/more-likely on PSX rather than PC which basically limits EVERYTHING on the FPS limit.
Only because of that the boost is limited (but not nerfed, that's incorrect word here as explained above).
PC version in 1999/2000 was just badly coded by Squaresoft (yes, that's not true Eidos did the port of PC, they handled publishment and Tomb Raider PC port help). I really believed that remaster will be done similar way the FFIX PC port made by Silicon Studio was done.
Silicon Studio rewrote whole game to Unity game engine in C#. That's a modern approach and it works well. Unfortunately for the remaster job they contracted with Dotemu. Dotemu did a great job with just upgrading DirectX6 to DirectX9 for Steam release as it was meant to be just playable on modern machines, however VIII really needs rewrite at least on core engine mechanics. It's great Dotemu switched to OpenGL with shaders, but it still uses the old graphic programming processes. OpenGL allowed all platforms to be supported (NX, PS, X too, iOS and Android and even Mac). It's just - it's the third rework of the game by manipulating the old precompiled code.
I doubt Dotemu or Access Games is actually responsible for that. From reverse engineering of the game I've found clues, that they actually wanted to fix for example world UV bug or wanted to upscale the worldmap vehicle elements, but it's like they ran out of deadline/time, SE wanted it faster or they didn't have budget for that.
Money, oh money.
Worst part about whole remaster is that the game is sluggish, there are hitches, requires more CPU power. By rewriting the game with modern approaches instead of hooking graphic methods to introduce huge hacks for texture injections, hashes and introducing whole x86 function emulator (sic!) (It was needed for iOS, Android and NX. PS and XSX work on x64) makes it that weird that even on PC x86 it actually runs the x86 through x86 emulator. If you want to ask who's idea that was, then the thing called "WEEP" is prefixed by SquareEnix namespace in decompiled code. If you want to obtain extreme amount of information that Windows x86 compiler throw out, then look at the iOS or NX executable for game code. Original functions with namespaces will be there. From there you can see the whole output of the defines for compilation (defines means I can't make it working as it's thrown out at compile time) - examples are usage of ImGui debug windows, UV fix try and much, much more