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https://en.wikipedia.org/wiki/Sprite_(computer_graphics)
https://www.reddit.com/r/UnderNightInBirth/comments/90edj1/psa_you_can_force_high_resolution_backgrounds_on/
(that's how the backgrounds should look if there was an actual resolution option)
The difference is BlazBlue has both a rendering resolution option and a sprite filtering option, UNIST not only has none, it lies it actually has one.
As far as PC port technicalities go, there's zero improvement over UNIEL and actual regress compared to their previous title - Melty Blood which had a separate sprite filtering options.
Rendering the background in 1080 or 4K would require sprite filtering too.. Basically you're introducing a lot of things to get the res up. In the end, filtering low res sprites is still just a patch up. I don't see the point.
If you're "happy" with super sampling your game, do so, clearly the devs who ported this were not gonna do it and implement sprite filters on top of it just to make it look half decent on higher res.
You already saw the angry people over at the BBTAG forums when there were no filtering on the 720 sprites from the older games.. You either do, or you don't - fully.
They chose not to do. ^^
Resolution setting is not an extra, it's a basic PC option present in like 99,999% games (actually this is the first game using 3D objects without a rendering resolution option I ever encountered). Even single person indie games have it.
No:) Resolution of 3D geometry is completely independant of 2D sprites, otherwise you couldn't even supersample it without affecting the sprites like that:
http://screenshotcomparison.com/comparison/117179
And I'll repeat again: BlazBlue is another series using 2D sprites on 3D backgrounds (and it even has the same publisher) and you can change the resolution just fine.
No, that's different. The problem here is they made RWBY sprites in higher resolution and then upscaled all other sprites to match them (and it was the other way around, RWBY sprites were sharp and unfiltered).
Hi! Do you have 720p no ss on 4K full screen vs. 4K ss readily available? Cause both those images are 720p. I'd very much like to see what 4K looks like vs. 720p.
And I'm not quite sure.. If you super sample the background into 4K, and you get 4K amount of pixels.. And you overlay ♥♥♥♥♥♥ 720p sprites on top of it, surely you'll see a difference as you're increasing the pixels of the overall image through rendering the 3D at WAY higher res while keeping 720p sprites in. You NEED sampling to make the sprites look better. Which was what people complained about. Specifically that ♥♥♥♥♥♥ image of Jin going around the web, with and without sampling. Exactly because the RWBY unsampled 1080p sprites looked way better.
At least here, they all look the same.
And I really don't understand how you'd apply 720p sprites onto a 4K resolution without avoiding to resize them.
I'd like to see your 4K setup run in 720p and then in 4K too. Full ress images. I bet there's a difference in the lines of the sprites.
Or do you apply ss to downscale to your 1080 or 720 monitor?
I'm not really sure. :) Anyway, good talk :)
I already refunded the game since I don't want to play this blurry mess on my 4K monitor so I can't take any more screenshots.
Supersampling IS downsampling so yeah, in that comparison I used 4x4 supersampling (5120x2880) on 720p window because ANY other window size stretches the image and makes the sprites blurry because like I said before there's no real resolution setting or sprite filtering setting.
No matter what supersampling setting you'll choose, the sprites will be sharp as long as you play in a 1280x720 window. If you're curious how ss looks on a 4K resolution, then look at the 4K screeshot in my first post and imagine there's no shimmering/aliasing on the 3D backgrounds (the sprites would look the same because 2D is unafected by supersampling/downscaling).
And just to clarify any confusion: the game is locked to 720p rendering res and the in-game "resolution setting" is fake and doesn't actually change the resolution, just the window size. Thanks to that, the game generates literally the same image whether you chose 1280x720 or 4K. The only difference is whether that 1280x720 image gets stretched to larger dimensions (set by the "resolution setting") or not.
But yeah, this is a barebones port, just like its distant cousin BlazBlue Chronophantasma Extend. It has a locked internal resolution of 768x1280 and gets super jaggy even at 1080p. The best workaround you can do is just set the game's resolution to 1080p The computer will do a basic scale to your monitor. It wont be the crispiest image, but its better than that 4K muddy mess
No, the best workaround is supersampling via NVIDIA profile inspector + integer scaling through something like the Lossless Scaling program. You'll get pixel perfect sprites + high res backgrounds.