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Without: https://i.imgur.com/rBIj3OR.jpg
With: https://i.imgur.com/Sg8EcYv.jpg
Most of the stuff i see on Firis and thought "damn, this is why the PC port sucks" were actually also present in the PS4 version (like the horrible water effects or lack of proper contrast for indoors & outdoors).
Blue Reflection seems to be about the same case.
On PC the drawing range is a total fail, you actually can see a clean line where the the drawing range ends. The PC port is far from the PS4 version and its closer to the VITA version.
Anti Aliasing is utterly unecessary with 1440p or even 4k (unless your actually on a huge 4k monitor/tv, which the PS4 version doesnt support anyway.
Ambient Occlusion is subjetive (just like Depth of Field or Bloom) and even if wanted (which i wouldnt) can be added with third party tools.
Lights were also broken on Firis the PS4, so excuse me if i kinda doubt your statement.
I mean, on Firis, proper lighting was utterly bogus, you had extremely washed out & bleak cutscenes on the PS4, while everything was blown out and extremely well lit in the PC. If you take a look, the PC version of firis looks horrible in the indoor scenes and maps, while the PS4 looks horrible in the outdoor places (and places where there should be bright).
The 720p 2d assets are a problem tho.
So yeah... some PPs & 720p vs 1440p and 4k resolutions...
I still say its a minor diference, with the PC version being more "future proofed" than the console one.
That is true, still its just one post processing effect, one that you actually hardly notice when your comparing a 3840x2160 (or 2560x1440) image versus a 1920x1080 one.
Thats why i consider them to be "minor".
That and the fact that i personally dont use AO, as i prefer anime games to feel more cartoony than "realistic".
You want a better comparison? 3DS has a better draw distance than this game on PC.
For me and others who only used 1080p?
Isn't the comparison should be :
- ps4 - pc (1080p)
- ps4 pro - pc (>1080p)
Normal PS4 and the Pro do 1080p (the diference is framerate), above that only on PC.
The thing is, everyone who has a decent GPU can take advantage of at least 1440p, you just need to manually unlock 2560x1440 as a resolution in your GPU's control panel, so the game will recognize it as a valid resolution.
In other words, downsampling it.
Well tha´s good news, so ReShade have acces to the depth buffer, nice, that will alow to inject nice effects like a better DoF and bump some ligthing.
I guess ReShade´s SMAA anti aliasing is working aswell.
That´s very nice.
But Koei really have to know that what we really need is all this things fixed in-game, I´m sure that they are aware of the growing importance of the PC in the recents times, already manifested by others studios even in public statments by their ceos.
Koei steped into DX11 and is porting their main franchises, they are very wellcome, but they really need put some resources in enginering their render pipeline and fix DX11.
I mean a AO effect that have been arround over a decade it´s not working properly in a title of the caliber of Blue Reflection, it´s even buged in PS4, while other game studios are already shipping their games with PBR rendering.
The game is beatifull, it sounds glorius and its very fun to play, but with low quality videos and assets, broken AO, missing DX11 ligthing, ui lacking of aspect-ratio support and even absent of graphics menu in-game the game is draged down.
Please, get this fixed, put some resources on push your games engine rendering, it´ll be future proffing and grant incoming of future releases.
Edit: Cant write English properly