UNDER NIGHT IN-BIRTH II Sys:Celes

UNDER NIGHT IN-BIRTH II Sys:Celes

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ReallyReal Feb 25, 2024 @ 9:51am
UNi2 QOL incoming?? (Not the way you think but still amazing)
Pixloen is developing a mod rn that'll expand UNi2 to have translated intros/IW/IWEX/Outros, add extra bgm like previous openings and more. AND we'll finally have the ability to go ABOVE 720p! (Best part is that it'll WORK ONLINE)
https://www.youtube.com/watch?v=IdCcX7cX1VY
Last edited by ReallyReal; Feb 25, 2024 @ 9:55am
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Showing 1-11 of 11 comments
Red Feb 25, 2024 @ 10:05am 
That looks awesome. Now I can only hope Arc System Works and French-Bread will take notes and add similar features directly in-game so that it's not necessary to mod the game...
ReallyReal Feb 25, 2024 @ 10:14am 
Originally posted by Red:
That looks awesome. Now I can only hope Arc System Works and French-Bread will take notes and add similar features directly in-game so that it's not necessary to mod the game...
Strange how UNi2 didn't get subtitles for interactions like how MBTL did though. Also are the console versions also locked in 720p?
Red Feb 25, 2024 @ 10:32am 
Originally posted by ReallyReal:
Originally posted by Red:
That looks awesome. Now I can only hope Arc System Works and French-Bread will take notes and add similar features directly in-game so that it's not necessary to mod the game...
Strange how UNi2 didn't get subtitles for interactions like how MBTL did though. Also are the console versions also locked in 720p?
I'd guess that's because the publisher was different, so maybe Lasengle or Type-Moon wanted these to be translated and subtitled.
And yeah, as far as I know the console versions are also locked at 720p.
xShadow-Dragonx Feb 25, 2024 @ 10:37am 
i doubt its going to increase the actual sprite resolution its probably just going to affect text, pics and stuff.
Red Feb 25, 2024 @ 10:45am 
Originally posted by xShadow-Dragonx:
i doubt its going to increase the actual sprite resolution its probably just going to affect text, pics and stuff.
From the looks of it the mod doesn't change anything about the assets, but 3D elements and anything that can be rendered at higher resolutions will be. Though I have to wonder how the game handles upscaling stuff, since I'd assume most assets were made with 720p in mind; probably nearest neighbour scaling considering how blocky character portraits look (and text of course).
ReallyReal Feb 25, 2024 @ 10:51am 
Originally posted by Red:
Originally posted by xShadow-Dragonx:
i doubt its going to increase the actual sprite resolution its probably just going to affect text, pics and stuff.
From the looks of it the mod doesn't change anything about the assets, but 3D elements and anything that can be rendered at higher resolutions will be. Though I have to wonder how the game handles upscaling stuff, since I'd assume most assets were made with 720p in mind; probably nearest neighbour scaling considering how blocky character portraits look (and text of course).
They said that they were gonna have to completely recreate the assets they want to upscale from scratch because up-scaling the already made assets won't work rip.
Red Feb 26, 2024 @ 10:14am 
Originally posted by ReallyReal:
Originally posted by Red:
From the looks of it the mod doesn't change anything about the assets, but 3D elements and anything that can be rendered at higher resolutions will be. Though I have to wonder how the game handles upscaling stuff, since I'd assume most assets were made with 720p in mind; probably nearest neighbour scaling considering how blocky character portraits look (and text of course).
They said that they were gonna have to completely recreate the assets they want to upscale from scratch because up-scaling the already made assets won't work rip.
Huh, that's weird. But then again some game engines are weird, so it's not that surprising actually.
HGhaleon Mar 1, 2024 @ 12:50am 
Good stuff. Just yet again a single person/fan that can outdo a publisher in terms of port quality. Fixing their mess. This is admirable and definitely puts the vanilla port to shame. Looks so much better and even going above and beyond adding more stuff that got omitted from the final cut. Sucks I gave this game up due to the skill gap but I give credit where credit is due.
L Mar 1, 2024 @ 3:00am 
The MBTL interaction translations are often way off anyway. Fan translations likely 999x better.
woodmechanix Mar 1, 2024 @ 9:48pm 
Originally posted by Red:
Originally posted by xShadow-Dragonx:
i doubt its going to increase the actual sprite resolution its probably just going to affect text, pics and stuff.
... probably nearest neighbour scaling considering how blocky character portraits look (and text of course).

I'm not sure I follow or maybe I am misunderstanding, Integer or nearest neighbor pixel scaling would make for sharp images. Currently anything above 720p appear to be bilinear which is a good deal blurry.
Last edited by woodmechanix; Mar 1, 2024 @ 9:48pm
Red Mar 3, 2024 @ 5:54am 
Originally posted by woodmechanix:
Originally posted by Red:
... probably nearest neighbour scaling considering how blocky character portraits look (and text of course).

I'm not sure I follow or maybe I am misunderstanding, Integer or nearest neighbor pixel scaling would make for sharp images. Currently anything above 720p appear to be bilinear which is a good deal blurry.
Results really depend on the source assets and output resolution.

For sprites, you really want an output resolution that's an integer multiple of the original one (720p) with integer scaling, since they're pixel art. If you're using an output resolution that's *not* a proper multiple (like 1080p), bilinear filtering might be a better bet, or supersampling with a higher resolution target while letting your GPU downscale it (which might be bilinear scaling). Nearest neighbour scaling won't give you 1:1 results due to how it works, and will only result in a "jaggier" image at resolutions that aren't a full multiple of the original target. See how many people complained about it when BlazBlue Centralfiction came out on Steam, or about the Persona 4 Arena Ultimax port on all platforms (which renders at 1080p). It's most noticeable on diagonal lines, where "steps" are uneven.

For other assets, you really don't want them to look "blocky". So either you already have high resolution assets and can downscale them nicely, or you need to upscale them somehow. In that case, bilinear filtering will make them look "smooth", sure, but in my opinion it's still much better than "blocky". Then again there are other upscaling methods that might yield better results: trilinear, Lanczos... And if you don't have access to the source artwork, you can still try to upscale what you have through a GAN (Generative Adversarial Network, a kind of neural network) or some other form of AI upscaling, but it will most likely not be perfect either.
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