DEAD OR ALIVE 6

DEAD OR ALIVE 6

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Twin Crows Mar 4, 2019 @ 2:10pm
PC Story mode Reduced quality?
For some reason The story mode has bad textures for me and kinda hazy or fuzy as if the game isn't being played in HD but rather SD and its stretched. I can't edit the options for the game but this is my setup. Needs some advice to potentially fix this.
Intel core i7-7700 cpu @ 3.60 ghz
16 GB ram
64 bit OS
Nvidia geforce 1080ti
But when it cuts to actually playing the game. Its looks great with no issues.
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Showing 31-40 of 40 comments
Providence 777 Mar 7, 2019 @ 2:39am 
Originally posted by Kurisu:
Originally posted by Providence 777:
I don't think resolution is the issue, it's the bitrate, they're so compressed and ugly.
Ohh, so they just don't look good on any monitor then? They'd have to be re-encoded to look good?
Yeah
Kuriishi Mar 7, 2019 @ 2:45am 
Originally posted by Providence 777:
Yeah
Damn, and they'd need to re-render the cutscenes to fix the aliasing. I guess this is just the best we're gonna get then
Doctor Hades Mar 7, 2019 @ 4:52am 
The Story Mode on the whole is crap in DOA6 in my opinion due to the confusing way they are unlocked and so I am never sure what order they are meant to be viewed in and, even then, I'm not sure they'd make any more sense if they were! DOA has always had weak story modes anyway but this game has to be the worst of them all. Absolute piffle IMO.

To add insult to injury though, the Story Mode cutscenes are appalling quality on my 1440p ASUS ROG Swift PG279Q IPS monitor - full of aliasing and shimmering like something from a PS2 game - and they completely jarring alongside the crisper (though still aliased) in-game rendered visuals. The first time I saw them I thought they were real-time and running on the Low preset!

I can understand using pre-rendered cutscenes even if I think they should really have been rendered in-engine like in earlier games but what I cannot fathom is why KT didn't at least crank up the image quality of the videos to make them, you know, actually look GOOD! They allow you to view these separately but why anyone would actually want to when they look this bad is something only they can answer. It is baffling really. They didn't even use any anti-aliasing as far as I can tell and the videos barely look 1080p.

KT should be embarrassed by the quality of these cutscenes IMO on all formats. The cutscenes in DOA5's Story Mode look superb compared with this game, and that really isn't right when the last game dates back to 2013!
Last edited by Doctor Hades; Mar 7, 2019 @ 4:54am
Kuriishi Mar 7, 2019 @ 4:57am 
DoA 5's story mode cutscenes were in-engine, right?
Doctor Hades Mar 7, 2019 @ 5:05am 
Originally posted by Kurisu:
DoA 5's story mode cutscenes were in-engine, right?

Yes, they were as they match the quality and resolution (4K in my case) of the in-game visuals. They look leagues ahead of DOA6's Story Mode cutscenes despite running on a six-year old DX9 engine.

Quite why KT opted for pre-rendered cutscenes for DOA6 when DOA5's were real-time is another mystery. If nude modding is really the reason then how come DOA5's were real-time and not pre-rendered?

Real-time cutscenes are always better IMO, just look at how good they looks in Resident Evil 2 or Devil May Cry 5 for example and they blend seamlessly with the gameplay visuals. DOA5 at least got this right.

And, yes, I understand that some people may not care but if you are going to include cutscenes then why actually go to the effort of making them look worst than the six-year old sequel? They could and should have been rendered at a much higher quality that what we got here.
Last edited by Doctor Hades; Mar 7, 2019 @ 5:08am
Kuriishi Mar 7, 2019 @ 5:16am 
Originally posted by Doctor Hades:
[snip]
Quite why KT opted for pre-rendered cutscenes for DOA6 when DOA5's were real-time is another mystery. If nude modding is really the reason then how come DOA5's were real-time and not pre-rendered?
[...]
I don't personally believe that was the reason behind them being pre-rendered but DoA5 wasn't even planned for PC when it launched so that wasn't really a factor for the story mode. The Re-release on PC/Xbox One/PS4 just happened to carry over the story mode

I would also prefer realtime cutscenes but if it were to hazard a guess, I would say that the cutscenes were pre-rendered as there would be scenes that would completely tank the framerate on consoles with the effects etc. being used.

I wonder if the story mode stages are in the game files like they were for DoA5LR though
Doctor Hades Mar 7, 2019 @ 5:32am 
Originally posted by Kurisu:
Originally posted by Doctor Hades:
[snip]
Quite why KT opted for pre-rendered cutscenes for DOA6 when DOA5's were real-time is another mystery. If nude modding is really the reason then how come DOA5's were real-time and not pre-rendered?
[...]
I don't personally believe that was the reason behind them being pre-rendered but DoA5 wasn't even planned for PC when it launched so that wasn't really a factor for the story mode. The Re-release on PC/Xbox One/PS4 just happened to carry over the story mode

I would also prefer realtime cutscenes but if it were to hazard a guess, I would say that the cutscenes were pre-rendered as there would be scenes that would completely tank the framerate on consoles with the effects etc. being used.

I wonder if the story mode stages are in the game files like they were for DoA5LR though

The realtime cutscenes in DOA5 run at 30 fps, even on PC, and this allows the game to display twice the detail and still allow for them to run on consoles. While not ideal, since the switch from 30 fps to 60 fps and back *is* noticeable, I would have preferred that to the atrocities that pass for cutscenes in this new game's Story Mode. I cannot even watch them as they look so bad.
Twin Crows Mar 7, 2019 @ 9:03pm 
I know Maximilian Dood wasn't to impressed with the cutscenes on his stream.
Red Mar 8, 2019 @ 6:27am 
They're prerendered simply because it's faster to get them done that way believe it or not. They don't have to worry about performance issues even after overusing effects and they don't have to test for glitches that would otherwise happen in real time either.

This game was rushed as everyone knows here, so prerendered cutscenes were the way to go to ship the mode with the game at launch.
Kuriishi Mar 8, 2019 @ 6:37am 
Originally posted by Red:
They're prerendered simply because it's faster to get them done that way believe it or not. They don't have to worry about performance issues even after overusing effects and they don't have to test for glitches that would otherwise happen in real time either.

This game was rushed as everyone knows here, so prerendered cutscenes were the way to go to ship the mode with the game at launch.
Of course. I do find it strange that they'd render them with such glaring issues as aliasing. Usually a test render would show these up O_o. I just don't understand why they thought that was an acceptable quality level.

It would be nice to get a confirmation that they're gonna fix that. I would like them to release the 30 pieces of story they had to cut due to time, and re-render all the other cutscenes at higher quality or just get them all working in-engine.
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Date Posted: Mar 4, 2019 @ 2:10pm
Posts: 40