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You're quite right about combat sprites.
http://www.siliconera.com/2012/02/09/the-art-of-blazblue-part-2-animation-phase/
The images that appears in Story Mode are just CGI (if it's what You meant). I guess it's the same for portraits in selection screen.
The rest of arts are CGIs which are quite flexible (they even might be drawn as vector graphics which will resize perfectly to any resolution), resizing original image using proper software and techniques will maintain good quality, 768p to 1080p means raising size by 40% which is not that much, more quality loss shows after 100% resize where one pixel becomes 4.
Story Mode uses something similar to E-Mote engine for visual novels but animates only face, shame but I imagine that with Makoto's tail moving around people would have hard time progressing forward :D
What they used ingame is pixel art, you can commonly see it in old games that had limitations and could only draw a certain amount of pixels on screen at once. The one blazblue uses is really advanced tho.
The portraits are just illustrations, you can't see the edges on them cause they are way higher resolution than the sprites, if you were to zoom in a lot you would start to see the pixels that compose the image and you would probably enter a similar resolution range as the one used for the sprites.
A fighting game that doesnt use pixel art is skullgirls which uses a way different method to create the sprites but you can see they are much higher quality even tho they dont give the same feeling as pixel art which imo suits anime games better.
So that's how they make it. The combat sprites are created fundamentally from 3D models, printed into 768p 2D, which explains the jagginess characteristic of 768p 3D (no antialias). This is the perfect answer, thanks!
In story mode I mean the visual novel part, not the movie part, the image looks like the ones on character select. I guess those images are not as many as the combat sprite so they can make hand drawn images for them, which don't have the jagginess characteristic from 768p 3D.
I mean the visual novel part, not the movie part. My screen is only 768p so I can't tell if it's vector or simply hand drawn 768p animated with visual novel engine. My best guess is simple 768p hand drawn 2D because the game is based on japanese arcade machine.
Been PC gamer since Presitorik 2 lol. I'm familiar with sprite games, my original pondering is that why the BB sprites that afaik hand drawn has jaggy characteristics of 768p 3D, which ebenmes have answered above. Skullgirls is more traditional 2D in a sense each sprite is hand drawn without the use of any 3D models, so no 3D jagginess on the sprites. https://www.youtube.com/watch?v=5VkDXBsIXso
Not gonna happen until japanese arcades have higher res lol. Besides I think they will move to Xrd's engine for future games, which can efficiently satisfy any resolution.
I'd suggest 768p windowed mode, which is the true sprite size of the game.
Are you sure the game is not running on your processor's GPU like an Intel HD Graphics? Check that in your GPU's control panel. Also you can run the game in any resolution, I don't think it will change much. But play with the arcade display, even if there are black borders the image is not stretched this way.
As he said, there's probably an issue with AMD cards. What's strange though is that Taito Type X2 arcade stands can use either AMD or Nvidia GPUs, and consoles are built with AMD GPUs, and it seems to run well...
I know what You meant. The visual novel part is made of computer generated images, like this[vignette2.wikia.nocookie.net]. It's the way how it's done in VN genre.