Skullgirls 2nd Encore

Skullgirls 2nd Encore

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CeresBane Apr 15, 2016 @ 5:19pm
Vita port makes me sad
The thing has 4 face buttons and only 2 triggers.
controls have no touch screen support (would be nice to assign buttons to the touch screen as opposed to the awkward triggers)
the text on the vita is super compressed making the training mode data unreadable. Plus on the main menu the font size is tiny while the screen is full of empty wasted space.
Plus no ad hoc (local multiplayer) support, since I know portable online community is pretty much dead for fighting games. They are best played local.
Plus ideally I woulda wanted to assign some stuff to the right stick but its only function is assists.

Please tell me you intend to add extra stuff later. I bought the port because I'm hype about this game. But dear god, even a fantard like me isn't blind to an example of a bad port.
Last edited by CeresBane; Apr 15, 2016 @ 5:22pm
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KaboomKid Apr 15, 2016 @ 10:52pm 
Apparently you can link controllers and do local multiplayer via PSTV, so you might want to look into that. There are probably good reasons for why the Vita by itself can't do local for this game, but you can ask them.

FYI, for anyone w/Vita, keep in mind that Skullgirls was just barely able to fit on the Vita's hardware. So for the port to work, they prioritized as many resources as they could on keeping the gameplay at 60fps. That's essentially what you're getting: 60fps SG gameplay on your portable Sony device, and crossplay with PS3/4 versions of SG.

They're planning on patching out some unintended bugs, but things like the blurry text probably won't be fixed. Skullgirls maxes out the Vita's GPU, so they'd have to entirely rebuild all of the assets to fit within the needed res and memory limits. That's a ton of work, almost like making an entirely new game (which is what companies had to do back in the day to port games from Arcade to SNES to Genesis etc.). They're not a huge studio, so they just don't have the budget for that kind of work.

But don't just take my word for it. Here are some details from Peter (LabZero CEO) on NeoGAF:
http://www.neogaf.com/forum/showthread.php?t=1203294
The main challenges with the Vita were the memory and shaders, and removing the lighting helped with the shader problem a lot. Like, I seriously think we got 15-20 FPS back from that alone.

...This was a really tough port, because we had about half the memory of the PS3 version to work with, using all the same assets.

The PS3 version works at all because we can easily shuffle animations between the RAM and VRAM. And while the Vita has both, the bus between them is too slow to keep a good framerate while doing that shuffling.

That means everything had to fit into main RAM, and of course visual sacrifices had to be made for that.

The way we composite our characters turned out to be pretty GPU-intensive, too, and as a result we didn't have the performance leftover to filter the screen.
and from the official Twitter:
We wish there was more we could do to fix the UI blurriness, but not feasible with the resources we have/Not likely to be fixed
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Date Posted: Apr 15, 2016 @ 5:19pm
Posts: 1