Xiaoki
Member
(04-12-2012, 04:48 PM)
#101

Originally Posted by MDSLKTR: View Post
Exactly. Some here are trying way to hard to discredit the first fucking unreal 3 engine game running @ 60 fps on a vita when it's a feat that's almost impossible on any other console or tablet.
So, how exactly is this using Unreal Engine 3? Other than a bit of basic lighting for the backgrounds this has no UE3 effects at all.

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.
fernoca
Banned
(04-12-2012, 04:58 PM)

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#102

Originally Posted by Xiaoki: View Post
So, how exactly is this using Unreal Engine 3? Other than a bit of basic lighting for the backgrounds this has no UE3 effects at all.

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.
Engines are more than just effects (i.e. Red Steel and Bioshock were made with Unreal 2.5; yet are on different platforms and look completely different too).

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.
dark10x
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(04-12-2012, 05:02 PM)

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#103

Originally Posted by fernoca: View Post
Though not "fully" , the game does feature less animated aspects in the backgrounds; or at least that was what I noticed on a demo I played...plus the reviews (ex. like Destructoid) mentioning it on their reviews.

And a few videos too like this one, were there's only one Servbot and the other robots are just there (there are Servbots running around and robots move in the water and ground in the console version)

Which is part of the sacrifices across all 3 games in order to achieve something closer to the console versions. (Not saying that one is better than the other)

Agree with the part of the engine anyway. Capcom ported the engine themselves and the results show too. In this case; either they used the Vita code Epic provided or made their own. NetheRealm's first UE3 game (vs DC Universe) didn't looked that great; and the MK2011 did looked great..so maybe they'll get better with time.
I think you misread my post. I was actually talking about the upcoming Street Fighter X Tekken, not UMVC3.

SFXT seems to include all of the background character animation that is present in the console game, which was not true in UMVC3.
fernoca
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(04-12-2012, 05:09 PM)

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#104

Originally Posted by dark10x: View Post
I think you misread my post. I was actually talking about the upcoming Street Fighter X Tekken, not UMVC3.

SFXT seems to include all of the background character animation that is present in the console game, which was not true in UMVC3.
Yeah, re-read it later...but forgot to add an "edit". :p

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.
Cold-Steel
Nintendo's Anne Frank
(Don't look in the attic, Drinky.)
(04-20-2012, 10:26 PM)

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#105

http://www.youtube.com/watch?v=G_Ao0...layer_embedded

Feels mighty chilly in here.
Live Free or Die
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(04-20-2012, 10:35 PM)

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#106

Originally Posted by Cold-Steel: View Post
Wowzers.
Zulithe
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(04-20-2012, 10:45 PM)

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#107

gameplay from the trailer looks embarassingly bad. I expect way more from a Vita game. It's a fighter... all you have to draw on screen are two characters and a background. They should be able to do a LOT BETTER than this.
Slurmer
Member
(04-21-2012, 10:12 PM)

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#108

Originally Posted by Zulithe: View Post
gameplay from the trailer looks embarassingly bad. I expect way more from a Vita game. It's a fighter... all you have to draw on screen are two characters and a background. They should be able to do a LOT BETTER than this.
How much more are you expecting? 60fps and looks good to me.
friskykillface
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(04-21-2012, 10:18 PM)

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#109

Originally Posted by 2&2: View Post
Would you say it looks as bad in person as that trailer makes it look? I never really had a problem with the downgraded graphics before, but this looks like a big difference. If that's what it takes to make 60fps, so be it, but I also don't want to support a lazy effort.
whoa sorry for the late response, but yeah its playable of course but you'll notice it doesn't look good, but there wasn't any lag or delayed stuff like that, if i saw that i would have been blown away.




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^)
MDSLKTR
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(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.
DMPrince
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(04-23-2012, 04:15 PM)

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#111

Originally Posted by Cold-Steel: View Post
0:18.
infinityBCRT
Member
(04-23-2012, 04:16 PM)
#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.
tkscz
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(04-23-2012, 04:37 PM)

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#113

Originally Posted by MDSLKTR: View Post
Exactly. Some here are trying way to hard to discredit the first fucking unreal 3 engine game running @ 60 fps on a vita when it's a feat that's almost impossible on any other console or tablet.
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.
LestradeTGQ
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.
nexen
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(04-23-2012, 04:57 PM)

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#115

I'm still terribly excited about this. Hope there is a demo though after all the talk of bad graphics.
DoctorWho
BOSS
(04-23-2012, 05:14 PM)

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#116

Originally Posted by Cold-Steel: View Post
I my pants.
demigod
Member
(04-23-2012, 06:03 PM)
#117

Game looks like shit. I'd rather take the better details than 60fps. I can't even tell 30fps from 60fps on consoles.
tkscz
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(04-23-2012, 06:05 PM)

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#118

Originally Posted by demigod: View Post
Game looks like shit. I'd rather take the better details than 60fps. I can't even tell 30fps from 60fps on consoles.
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.
dark10x
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

Originally Posted by demigod: View Post
Game looks like shit. I'd rather take the better details than 60fps. I can't even tell 30fps from 60fps on consoles.
Speak for yourself. 60 fps is much smoother than 30 fps. The two are worlds apart.

I thought the game looked pretty good in this latest video...

http://www.gametrailers.com/video/ex...-kombat/729442

Quote:
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.
The cutscenes are only 30 fps because they are compressed video clips used to hide loading.
Lyte Edge
All I got for Hanukkah is this stupid tag...
(04-23-2012, 06:43 PM)

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#120

Originally Posted by MDSLKTR: View Post
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.
Looks good to me. Looks like the contrast or brightness needs to be adjusted, but that could just be the video.

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.
Dacvak
No one shall be brought before our LORD David Bowie without the true and secret knowledge of the Photoshop. For in that time, so shall He appear.
(04-23-2012, 06:46 PM)

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#121

This game looks great, what's the big fuss? This is probably a day one for me.
DoctorWho
BOSS
(04-23-2012, 06:48 PM)

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#122

Originally Posted by Dacvak: View Post
This game looks great, what's the big fuss? This is probably a day one for me.
I've excited too.

One week away.
SteeloDMZ
Banned
(04-23-2012, 06:52 PM)
#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.
fernoca
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(04-23-2012, 06:54 PM)

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#124

Originally Posted by MDSLKTR: View Post
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.
Nice!
Adding that to the the other thread.
AwRy108
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(04-23-2012, 06:58 PM)

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#125

Originally Posted by DoctorWho: View Post
I've excited too.

One week away.
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...
nexen
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(04-23-2012, 06:59 PM)

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#126

New video looks hot. Will buy.
tearsofash
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(04-23-2012, 07:15 PM)

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#127

Aren't trailers for vita games usually riddled with post-processing otherwise they look like trash? Something about being optimized for an oled screen.
Takuan
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(04-23-2012, 07:16 PM)

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#128

Looks below the Vita's capabilities.
Kai Dracon
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.
AwRy108
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(04-23-2012, 07:49 PM)

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#130

Originally Posted by Kaijima: View Post
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.
I'd rather sacrifice the quality of the backgrounds for character models and textures that actually look up to snuff with the Vita hardware.
Kai Dracon
Writing a dinosaur space opera symphony
(04-23-2012, 07:56 PM)

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#131

Originally Posted by AwRy108: View Post
I'd rather sacrifice the quality of the backgrounds for character models and textures that actually look up to snuff with the Vita hardware.
It's a tradeoff, sure. I guess it boils down to what bugs you more.
AwRy108
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(04-23-2012, 08:07 PM)

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#132

Originally Posted by Kaijima: View Post
It's a tradeoff, sure. I guess it boils down to what bugs you more.
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.
Kai Dracon
Writing a dinosaur space opera symphony
(04-23-2012, 08:11 PM)

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#133

Originally Posted by AwRy108: View Post
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.
My complaint with Capcom's porting strategy for SSFIV3D and UMVC3 was mainly that it looks hacky and janky; if they couldn't animate the backgrounds ala the console versions, the proper way to do it would have been to redesign the backgrounds with alternate animations so that it didn't look half-assed and weird.

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.
2&2
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(04-23-2012, 10:30 PM)

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#134

Originally Posted by Kaijima: View Post
My complaint with Capcom's porting strategy for SSFIV3D and UMVC3 was mainly that it looks hacky and janky; if they couldn't animate the backgrounds ala the console versions, the proper way to do it would have been to redesign the backgrounds with alternate animations so that it didn't look half-assed and weird.

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.
I give Capcom a pass on the backgrounds if they come up with alternate control methods via touchscreens to compensate for awkwardness of the controls on a pad/portable. At least they did that in SSFIV on the 3DS with the touchscreen mappings. They did absolutely nothing on UMvC3 to account for how awkward all the multi-button presses can be. Just a straight port of the control mappings. How are you supposed to play Phoenix Weight? Complete waste of both touchscreens. Somehow they thought "Ultimate controller mode" was more important than touchscreen areas on the system the game is actually running on. Ugh. So Dumb. Does anyone play these?

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.
dark10x
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

Originally Posted by Kaijima: View Post
My complaint with Capcom's porting strategy for SSFIV3D and UMVC3 was mainly that it looks hacky and janky; if they couldn't animate the backgrounds ala the console versions, the proper way to do it would have been to redesign the backgrounds with alternate animations so that it didn't look half-assed and weird.

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.
MvC3 for Vita was pretty damn close, though. Most of the background elements were animated. Only the stages with crowds were static, but all non-character background elements are fully active.
DoctorWho
BOSS
(04-24-2012, 12:22 PM)

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#136

UMVC3 for Vita is a great port for me. I've had no issues with it at all. A few non-animated background characters isn't going to ruin the experience.
danno1769
Junior Member
(04-24-2012, 12:56 PM)

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#137

One week.. cant wait!

As far as UMvC3 goes, I enjoy that game a ton. The background elements no being animated doesnt bother me because the frame rate is money.
Rated-Rsuperstar
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(04-25-2012, 09:27 PM)

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#138

Saw the trophy list. I can't believe they brought back my kung fu is stronger. Who wants to spend another 400 hours mastering characters? No seriously. That's pretty damn scummy.
DoctorWho
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(04-25-2012, 09:29 PM)

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#139

Originally Posted by Rated-Rsuperstar: View Post
Saw the trophy list. I can't believe they brought back my kung fu is stronger. Who wants to spend another 400 hours mastering characters? No seriously. That's pretty damn scummy.
You don't have to get it.

No one is forcing you.