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Member
(04-12-2012, 04:48 PM)
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#101
If the characters had normal mapping, self shadowing, and some type of lighting to them I would forgive the extremely low poly models but theres nothing. |
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Banned
(04-12-2012, 04:58 PM)
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#102
In this case, since the original console game was done with (a modified) Unreal Engine 3; it was easier to port to the Vita because Vita is compatible with UE3. Is why they haven't ported it to the 3DS or couldn't done it on Wii back then either. |
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60 fps 60 fps 60 fps 60 fps 30 fps 60 fps 60 fps
(04-12-2012, 05:02 PM)
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#103
SFXT seems to include all of the background character animation that is present in the console game, which was not true in UMVC3. |
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Banned
(04-12-2012, 05:09 PM)
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#104
Guess will know for sure come release. Guess for MK, because of the visible damage it was "easier" for the game with less detailed character models. Coupled with the transitions to X-rays which show the insides and the fatalities which technically took the characters and rip them to pieces; maybe it was less taxing for the engine that way..to stay at 60fps. Less than a month before release, so...we'll see. So far, impressions has been positive. |
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Nintendo's Anne Frank
(Don't look in the attic, Drinky.) (04-20-2012, 10:26 PM)
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#105
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Member
(04-20-2012, 10:35 PM)
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#106
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Member
(04-21-2012, 10:12 PM)
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#108
How much more are you expecting? 60fps and looks good to me.
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Member
(04-21-2012, 10:18 PM)
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#109
i'm still 50/50 on this, i want to play more as dat freddy, haha i did his fatality and took someone to hell B^) |
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Member
(04-23-2012, 04:13 PM)
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#110
Probably irrelevant since we are in another vita bashing thread but there's new footage here and it looks as good as it did before.
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Member
(04-23-2012, 04:15 PM)
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#111
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Member
(04-23-2012, 04:16 PM)
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#112
Based on the screenshots/video I've seen, seems like they should have worked on baking in some lighting onto the textures. If they had done that I think the game in motion would probably look OK.
BTW, still want these skins for the console version in some form. I'm doubting they'd do it, but an ultimate edition of the game with Robo Smoke, Playable/Balanced Bosses, and a few of the missing stages from the original trilogy (Portal, Kombat Tomb, Pit II, Bank, Pit III), more costumes, plus a new challenge tower would be more than enough for me.
Last edited by infinityBCRT; 04-23-2012 at 04:20 PM.
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Member
(04-23-2012, 04:37 PM)
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#113
It isn't using the UE3 engine, but Namco got Tekken 3D prime edition to run at 60 FPS, while in 3D, while having hires textures (for the fighters anyway), shaders and lighting. Just saying it could've been optimized better, give it more time to really freshen it up and not rush it out.
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Junior Member
(04-23-2012, 04:43 PM)
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#114
I played this at GDC and thought it looked mighty good. It didn't feel as beefy as the PS3 version I'm used to, but I was impressed at how smooth it was. Played great, from what I recall. I took some footage of the game idling; I could check.
Those ads are bonkers. I love the concept and the photography, but the costumes are embarrassing. The funny thing is, even of they showed a male character, it would seem just as silly. I don't have a Vita but damn, do I love the idea of this. I must admit, I wish there was a 3DS version. |
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BOSS
(04-23-2012, 05:14 PM)
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#116
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Member
(04-23-2012, 06:05 PM)
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#118
If you played the console version, you'll notice that gameplay moves much faster/smoother than the cut-scenes. The cut-scenes are 30fps and the gameplay is 60fps.
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60 fps 60 fps 60 fps 60 fps 30 fps 60 fps 60 fps
(04-23-2012, 06:13 PM)
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#119
I thought the game looked pretty good in this latest video... http://www.gametrailers.com/video/ex...-kombat/729442
Quote:
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All I got for Hanukkah is this stupid tag...
(04-23-2012, 06:43 PM)
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#120
It certainly doesn't look bad, there's still background animation going on, and it's at 60FPS...as long as the online play doesn't stink, I'm there. Frankly I'd rather play Mortal Kombat over BlazBlue and UMvC3, so I hope the game turns out well.
Last edited by Lyte Edge; 04-23-2012 at 06:45 PM.
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Banned
(04-23-2012, 06:52 PM)
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#123
That skins trailer looks great, and I'm sure it will look excellent on the Vita's screen.
Downloading it day one. BTW, if anyone plans to play this online a lot, add me (same username as in here). I played the shit out of the console version, and it will be nice to have a companion game where I can train and stuff. |
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Banned
(04-23-2012, 06:54 PM)
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#124
Adding that to the the other thread. |
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Member
(04-23-2012, 06:58 PM)
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#125
I'm really looking forward to this but, man, the graphics took a huge hit: just pause the most recent video when Sheeva is on the screen and you'll see what I mean. Seriously, looks like late PSOne / early PS2 polygons...
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Writing a dinosaur space opera symphony
(04-23-2012, 07:19 PM)
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#129
Looking at the new footage, shader issues aside, the visual presentation is remarkably complete in a mechanical sense. The only background I can see which is missing ANY animation is the soul chamber squid creature. Its tentacles are still in the Vita version. But those are highly animated and must have lots of rigging.
The other stages all appear to be more or less 100% intact, even all the warfare going on in the Earth urban stages. |
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Member
(04-23-2012, 07:49 PM)
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#130
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Writing a dinosaur space opera symphony
(04-23-2012, 07:56 PM)
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#131
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Member
(04-23-2012, 08:07 PM)
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#132
In my experience with UMvC3 on the Vita, I barely take notice of the backgrounds, which is probably a combination of being on a portable device and the nature of the gameplay requiring me to focus squarely on the fighting. From a design standpoint, it seems more sensible to make the most prominent part of the games--the on-screen fighters--look as detailed as possible, even if it means reverting to nearly static backgrounds.
IMHO, the Street Fighter II series had some of the best backgrounds of any fighter because they showcased a setting without taking the focus off of the super detailed fighters. The drop in fidelity of the fighters in this version of MK makes me not want to look too closely at them, especially considering its following up the gorgeous console versions. |
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Writing a dinosaur space opera symphony
(04-23-2012, 08:11 PM)
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#133
It's always the issue with these rushed ports though, right? MK here, seems "rushed" from an engine support standpoint, being too early in Vita's life cycle for UE3 support to be up to snuff. Meanwhile, SFxT on Vita is apparently being ported correctly; time taken to polish up the visual presentation in all areas. |
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Member
(04-23-2012, 10:30 PM)
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#134
Capcom has been consistently boneheaded and shortsighted in their button configs in pretty much every recent conversion (MvC2, SF3OE, UMvC3 Vita). At least they seem to be using their head with the options in SFxT. |
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60 fps 60 fps 60 fps 60 fps 30 fps 60 fps 60 fps
(04-24-2012, 12:19 PM)
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#135
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BOSS
(04-25-2012, 09:29 PM)
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#139
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