The Legend of Heroes: Trails of Cold Steel

The Legend of Heroes: Trails of Cold Steel

Trails of Cold Steel Localization Blog 2: Graphical Enhancements & Options
LoH: Trails of Cold Steel PC Guest Blog #2 from Peter “Durante” Thoman - Graphical Enhancements & Options

Welcome to the second part of this 3-part series on the PC port of Trails of Cold Steel. The first part dealt with lifting the performance of the game to a level that I consider acceptable – great even. Of course, you might now be wondering what to do with all that performance headroom if you’re planning to play on something faster than a GPD Win. After all, there isn’t really any need to run a turn-based JRPG at 300 FPS or more.

In this article I’ll introduce the various graphical settings I’ve added to the game, going into a bit more detail on some of them. I’ve been looking forward to this one in particular, so I hope you enjoy reading it as much as I did writing it.

The Launcher

Let’s start with a look at the game’s launcher:

There are a few things I’d like to remark on:
http://68.media.tumblr.com/e73f4cd1b1af956419adcdffb0c2faea/tumblr_inline_otpl1izfkJ1siwbnr_500.png
  • Every single option has a description text, and often it also shows visual comparisons of the settings (on the right)
  • The entire launcher you see here can be navigated just using a gamepad (actually, I made a tool for this that allows natural 2D-navigation and changing options in arbitrary C# WinForms dialogs using Xinput, and XSEED has graciously agreed to allow me to open source it, so look for that on my blog when things are less hectic)
  • Can you spot the typo on this screenshot? It’s fixed by now.
The rest of this article will look at the options contained in the “Display”, “Image Quality”, “Shading” and “Graphics” sections of the launcher in order.

Display

Here, you have the basic choice between windowed or fullscreen rendering with or without v-sync. In terms of framerate, there are 3 settings: a 30 FPS limit, a 60 FPS limit, and unlimited FPS. While the game was 30 FPS on consoles, in the PC version both 30 and 60 are fully supported. Unlimited variable FPS also work very well in all my testing, but are not fully QA’d throughout the game and offered on a “your own risk” basis.

Finally, I’ve also added an option for adjusting the Field of View (FoV). While not as important as in first-person games, playing close to a large monitor often makes a larger Field of View desirable. Here you see a comparison between the default FoV (left) and a very high setting (I wouldn’t personally choose one this high, it’s just for illustration):

http://68.media.tumblr.com/c3d80e6bc5890e666c9fee6695a7b8eb/tumblr_inline_otpl6ghfEl1siwbnr_500.jpg

Image Quality

This section deals with resolution, anti-aliasing (AA) and texture filtering. Resolution works as you would expect. In terms of anti-aliasing, MSAA 2x, 4x and 8x are supported, and transparency supersampling (TrSSAA) is there as a high-end option to improve the quality of alpha-tested surfaces. It was strange to discover that TrSSAA is actually significantly more difficult to implement in DX11 than it is in Direct3D 9 or OpenGL, but at least that explains why so few games offer it. Here is a comparison to show what each option does – of course, the difference is much more pronounced in motion:

http://68.media.tumblr.com/34085fe0c8bede2080b6518f67505f56/tumblr_inline_otpl8pcW9S1siwbnr_500.png

Before we move on to shading, there’s one thing I need to get off my chest. You know what really annoys me? When games offer some AA option, but do not apply that AA solution consistently to everything in the game (like e.g. character models in menus.) I had to extend the underlying engine to do it, but rest assured that when you select an AA option in Trails of Cold Steel on PC, everything will get that level of AA:
  • The main game rendering will be AA’d of course.
  • The rendered character dialogue portraits will also get the AA.
  • The character models shown on the equip screen? AA’d.
  • Character busts during special events? AA’d.
  • Yes, even the minimap rendering gets MSAA. And TrSSA. Because why not!
Oh, and there’s an anisotropic filtering option. It’s just a checkbox, because honestly, there’s no reason to bother with less than 16xAF for this game. Even the GPD Win can do it!

Shading

Now this is where things get even more interesting. There are four options related to the quality of dynamic shadows:
  • Shadow Resolution, which, as you’d expect, adjusts the resolution of the shadow maps all the way from “low” to “absurd”.
http://68.media.tumblr.com/008fe0c5223c0427b56ddcf96da60b74/tumblr_inline_otplfppdXb1siwbnr_500.png

  • Shadow Casters, changing which objects cast shadows. Shadows are often enabled only selectively for performance reasons, with artists manually selecting which objects and characters are sufficiently “important” to cast shadows. This setting overrides that selection and makes every object in the scene cast a shadow.
  • Shadow Distance, which can increase the distance shadows are cast at. Ever annoyed by shadows appearing and disappearing a few meters in front of you? I know I am. Well, not on my watch.
  • Finally, Shadow Filtering enables softer and more aesthetically pleasing shadow transitions.

http://68.media.tumblr.com/c037c3053ae4a54c9d5a2de74e17df16/tumblr_inline_otplebBIZq1siwbnr_500.png

Even with these improved real-time shadows, the game’s environments still looked a bit flat. Since the environments, unlike the characters’ cel shading, are rendered and shaded in a more realistic style, I thought that a more realistic modern technique, namely ambient occlusion, might look good. With some engine improvements I was able to integrate HBAO+, one of the highest-quality and best-performing AO solutions available:

http://68.media.tumblr.com/d8e60e6d06b6e6d65067886c64dcbdaf/tumblr_inline_otpliqtcrV1siwbnr_500.gif

As you can see, it lends everything a lot more depth and plasticity, and also makes objects in the shadows appear more grounded.

Graphics

Last, but certainly not least, the “Graphics” options seem comparatively unexciting with just two checkboxes: and really, the High Quality Depth of Field setting just does what it says on the tin and while it’s a nice improvement, it’s nothing to write home about.

On the other hand, the Unlimited Draw Distance option is, and excuse me if I say so myself, a really big deal. In fact, doing something about the draw distance was one of the very first requests that came up when the first article was posted. What I’ve done about it is completely eliminate any form of pop-in, by making all objects and characters draw at any range. On some maps this is quite a significant extra CPU load, especially combined with full shadow casters, but nothing a modern Desktop PC can’t easily deal with.

Since pop-in is hard to demonstrate in images, I’ve made a video that really shows off the considerable effect of this option.

Other Improvements and Conclusion

In addition to these options, there are a few graphical improvements over the console version that are “always on” and don’t have a launcher option. For example, the glow effects are rendered at 4 times the fidelity, and uncompressed textures are used instead of the compressed assets designed for consoles wherever they were available.

I hope you’ll enjoy these graphical improvements as much as I enjoyed creating them and writing about them. In the final article, we’ll have a look at some non-graphical features, and one particular, somewhat programming-intensive graphical option that will make a few people really happy and which I never expected XSEED to go for. Till then!
Naposledy upravil Gabby; 26. čvc. 2017 v 11.53
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They're charging the same price for this on steam as they did when it came out on console. The simple fact of the matter is you don't get to try that without taking heat for it unless you're there day one along side the console version. To ship it out so late an expect the same $40 as on console in 2015 is overpricing it. Plain and simple. It's not a hard thing to understand.

And this logic that adding improvements like aa/af/ao/shadow quality/etc should raise the price doesn't really work. Because using this logic, games that actually do come out on time and feature the improvements you expect on pc should actually cost more than on console. But oh look, they never do. Because meeting basic pc gaming expectations wouldn't fly as a reason for hiking up the price.

Anyway. Please stop trying to desperately reach for anything you can come up with to try to justify this poor pricing when there's really no way to do so.
»ßlaçkhèártèd« původně napsal:
Anyway. Please stop trying to desperately reach for anything you can come up with to try to justify this poor pricing when there's really no way to do so.

Likewise, please stop finding excuses to complain about this game's pricetag even after these blogs have shown that there's been a massive, almost maniacal polishing and fix to the original engine. Have you even read them or did you just skim through the paragraphs titles?

The amount of work Durante put into this game has little to no precedents with console-to-pc ports. Honestly, list me at least three console games that were ported with the same level of enhancements and at a lower price than the original console version - not developed on pc by the same company, as the two things are hugely different and porting usually means having an average-to-poor result while specifically developing a game for console AND PC generally brings same quality between all versions. I encourage you, mention even just three PORTS that are visibly enhanced and yet cost less than the console version.

It's fine if you personally don't find any of the enhancements needed enough and would have rather had a poor port like FFVIII with its MIDI OST or that poor mess that was Tales of Symphonia at release, or even that awkward Chinese port Ys fans were risking to have for Ys Seven, all for the sake of your wallet losing $20 or less. But XSeed decided to deliver a professional port, one that in Durante's words will be the best ever made for a JRPG. The pricetag is a consequence of that, and you are free to disagree with their choice of not being content with an average port by not buying it. But complaining as if all this extra work shouldn't have deserved any raise of the price or even suggesting they should haven't bothered to go for anything better than a copypaste Bamco port (where their PC games are usually ported from PS3 without putting any effort into optimizing them, and while the PS4 versions are still leagues better) represent just your view and that of some others, not what the company should have objectively done.
Naposledy upravil pibedetorres; 27. čvc. 2017 v 3.22
Guys, could you tell me if 50€ will be enough in my steam wallet? I hate it when I can't see the price anywhere ^^.
rori Euu původně napsal:
Guys, could you tell me if 50€ will be enough in my steam wallet? I hate it when I can't see the price anywhere ^^.

Game will be 36 euro at launch (40 but with 10% discount), I don't know about the DLCs but if Playstation Store is of any indication I'd say €16.99 for all costumes, €6.99 for all faceplates and €0.99 for each of three cosmetic accessories (bunny ears, ride-along Mishy plush, ride-along Noi plush). The PS store also sells shining pom bait (which isn't available in game, but a free DLC pack gives you some anyway), healing items, accessories, monster ingredients, sepith, zeram powder and zeram capsule DLCs, most of which cost €0.99 and can already be found in game as you play anyway. That store also had some free trial packs with quartz and healing items. No announcement has been done about how DLC prices will be handled on Steam but I'd be surprised if they'll be higher here.
»ßlaçkhèártèd« původně napsal:
They're charging the same price for this on steam as they did when it came out on console. The simple fact of the matter is you don't get to try that without taking heat for it unless you're there day one along side the console version. To ship it out so late an expect the same $40 as on console in 2015 is overpricing it. Plain and simple. It's not a hard thing to understand.

And this logic that adding improvements like aa/af/ao/shadow quality/etc should raise the price doesn't really work. Because using this logic, games that actually do come out on time and feature the improvements you expect on pc should actually cost more than on console. But oh look, they never do. Because meeting basic pc gaming expectations wouldn't fly as a reason for hiking up the price.

Anyway. Please stop trying to desperately reach for anything you can come up with to try to justify this poor pricing when there's really no way to do so.

just wait for a sale then my friend, keep working on that backlog while you wait, I'm sure it's big. Why don't you start Zero with the fan translation? it's a great game, easily my favorite in the series so far.
pibedetorres původně napsal:
rori Euu původně napsal:
Guys, could you tell me if 50€ will be enough in my steam wallet? I hate it when I can't see the price anywhere ^^.

Game will be 36 euro at launch (40 but with 10% discount), I don't know about the DLCs but if Playstation Store is of any indication I'd say €16.99 for all costumes, €6.99 for all faceplates and €0.99 for each of three cosmetic accessories (bunny ears, ride-along Mishy plush, ride-along Noi plush). The PS store also sells shining pom bait (which isn't available in game, but a free DLC pack gives you some anyway), healing items, accessories, monster ingredients, sepith, zeram powder and zeram capsule DLCs, most of which cost €0.99 and can already be found in game as you play anyway. That store also had some free trial packs with quartz and healing items. No announcement has been done about how DLC prices will be handled on Steam but I'd be surprised if they'll be higher here.

Thank you! I will buy the costumes DLCs for my ng+ :D.
»ßlaçkhèártèd« původně napsal:
To ship it out so late an expect the same $40 as on console in 2015 is overpricing it. Plain and simple. It's not a hard thing to understand.

Actually, it is. Who died and made you ruler of the world? Because I can’t find the law that makes this true.

Anyway. Please stop trying to desperately reach for anything you can come up with to try to justify this poor pricing when there's really no way to do so.

Projecting much?
»ßlaçkhèártèd« původně napsal:
Keio původně napsal:
And this is why the price point for this game is fair. Just look at how much better it runs compared to console version. It's only $36 at launch and it's coming out in just less than a week now folks!
No, it really isn't. Games are usually improved from a visual and performance standpoint when they come to pc. This is not some new thing, not something that's only hapening here, nor is it good reasoning for them overpricing the game.

So you want xseed to do all this work to make improvements and what not and you want them to make it cheap? That's called losing money as a business.

Unless you want a base port thats really terrible just so its cheaper.
Naposledy upravil Seattlehockeyfan84; 27. čvc. 2017 v 9.41
gstommylee001 původně napsal:
SO what did he mean by in the final article, we’ll have a look at some non-graphical features, and one particular, somewhat programming-intensive graphical option that will make a few people really happy and which I never expected XSEED to go for.
Maybe 21:9 support?
Articuno76 původně napsal:
gstommylee001 původně napsal:
SO what did he mean by in the final article, we’ll have a look at some non-graphical features, and one particular, somewhat programming-intensive graphical option that will make a few people really happy and which I never expected XSEED to go for.
Maybe 21:9 support?

That's possible. Could also made it easy to folks to mod oh like adding a the japanese dub.
pre sale and pre load > the rest
But putting in all this effort should help with:
1) new players coming to the game to have the greatest experience with it and this series.
2) heighten/reinforce the opportunity that players will finish the game... and buy the sequel!!
3) give XSeed more opportunities since, as I understand it, they're starting to port (and this is a second-wind after Little King's Story which was rocky at the start).
4) it also cements a reputation for care and quality by XSeed when handling ports. Something companies looking to port out west may look at because paying a little extra can yield a lot more benefits and sales.

I have the PS3 version and the performance is.... meh. stuttery and pop-ins a lot. So I'm very excited for this. I won't have to time to play it until later this year but I support this endeavor. I was raised with a "always pay for quality instead of cheap crap that won't last" dad. :)

And hey, you can pick it up later on sale if it's too much in your eyes too. But there's a lot of 70$ ports that are completely broken on PC too. Where's the value there?

Happy gaming.
Gabby 27. čvc. 2017 v 15.14 
israel-silva původně napsal:
pre sale and pre load > the rest

Believe it or not, the demand doesn't really mean anything. Every company tries to get pre-order and pre-load rights, Valve very rarely approves the requests.
gstommylee001 původně napsal:
Articuno76 původně napsal:
Maybe 21:9 support?

That's possible. Could also made it easy to folks to mod oh like adding a the japanese dub.
Think it could be chest messages?
autoraso původně napsal:
gstommylee001 původně napsal:

That's possible. Could also made it easy to folks to mod oh like adding a the japanese dub.
Think it could be chest messages?

Now that's an idea. Something you wouldn't expect xseed to actually do.
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Datum zveřejnění: 26. čvc. 2017 v 11.52
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