Not for DQVIII it isn't.Why? PS2 is double the resolution.
Not for DQVIII it isn't.Why? PS2 is double the resolution.
Just curious as why people are comparing graphics on the DQ series? The DQ series in general has never been about HD, 60 fps graphics and ultra real lighting , shadong and trying to be close to the real world. You want realistic, play GTA V. The DQ series has always been about the story abd gameplay than graphics. I honestly play DQ for the wonderful storyline. Even when DQVII was released as a PS1 game when the PS 2 came out. Japanese gamers and western gamers at that time bought it droves. If you're buying or wanting DQ for the graphics only, than you're liking the series for rhe wrong reasons. One of the main reasons people love this series it its traditional and archaic RPG elements.
Edit: if they remade DQVIII in 16 bit graphics, I'd still buy it.
Just curious as why people are comparing graphics on the DQ series? The DQ series in general has never been about HD, 60 fps graphics and ultra real lighting , shadong and trying to be close to the real world. You want realistic, play GTA V. The DQ series has always been about the story abd gameplay than graphics. I honestly play DQ for the wonderful storyline. Even when DQVII was released as a PS1 game when the PS 2 came out. Japanese gamers and western gamers at that time bought it droves. If you're buying or wanting DQ for the graphics only, than you're liking the series for rhe wrong reasons. One of the main reasons people love this series it its traditional and archaic RPG elements.
Pixel art is largely preferred over rudimentary polygonal art. One of DQ8's selling points was its graphics blending with its old school gameplay. And you're not correct that DQ isn't known for its graphics - DQ6 was arguably nicer looking than FF6.
Lastly, DW7 did not sell "in droves" in the West.
Pixel art is largely preferred over rudimentary polygonal art. One of DQ8's selling points was its graphics blending with its old school gameplay. And you're not correct that DQ isn't known for its graphics - DQ6 was arguably nicer looking than FF6.
Lastly, DW7 did not sell "in droves" in the West.
Can someone make a Tales of the Abyss PS2 vs 3DS comparison just to get a picture of another PS2-to-3DS port?
I'm suprised nobody posted the load time differences for it yet too lol
It's a significant improvement.
I'm suprised nobody posted the load time differences for it yet too lol
It's a significant improvement.
Now watch it never get localized and you'll never get to play it due to region-locking.
I'm suprised nobody posted the load time differences for it yet too lol
It's a significant improvement.
Thanks for this!
Well that confirms it, they are using TOSE's cut-back Unity port as a base for this. Big disappointment, for the reasons I mentioned here: http://m.neogaf.com/showpost.php?p=164931306
Like I said in the post linked above, it's highly unlikely any of the cutbacks are down to the 3DS -- they were done before for iOS and Android, when the game was targeting far more powerful hardware. At the time the iPhone 5s was at least a generational leap faster than the Vita in GPU terms and two CPU generations faster, yet TOSE's cut back DQ8 port ran like a dog (20fps).
TOSE is still around and doing shoddy ports? Ugh.
It might use the mobile assets as a base, but it can't use the same code. The mobile port was done using Unity, which is probably the worst way to port a PS2 game ever conceived.
Unity it's quite resource heavy on smartphones and can easily perform like shit if you don't know what you're doing. A port of a huge game written in C/C++? Recipe for disaster. The 3DS doesn't have official Unity support (it was just announced for the New 3DS) and the overhead would be to much for a game this big.
TOSE is forever.TOSE is still around and doing shoddy ports? Ugh.
What kind of compromise are we talking about in HexaDrive's PS2 remasters? Minor artistic differences aside, I can't think of anything technical that was inferior to the originals.To be a bit fair to TOSE or whoever is working on this, porting a PS2 game isn't easy. The PS3/360 can't run PS2 ports completely without compromise so the 3DS doesn't stand a chance.
Didn't Okami HD have screen tearing or something?What kind of compromise are we talking about in HexaDrive's PS2 remasters? Minor artistic differences aside, I can't think of anything technical that was inferior to the originals.
To be a bit fair to TOSE or whoever is working on this, porting a PS2 game isn't easy. The PS3/360 can't run PS2 ports completely without compromise so the 3DS doesn't stand a chance.
The PS2 version had more frequent slowdown instead.Didn't Okami HD have screen tearing or something?
What kind of compromise are we talking about in HexaDrive's PS2 remasters? Minor artistic differences aside, I can't think of anything technical that was inferior to the originals.
Not that I remember. It's rendered at 3840x2160 then downsampled to 1080p thoughDidn't Okami HD have screen tearing or something?
That reminds me, weren't hexadrive involved with Metal Gear Solid 3D? That's a PS2 exclusive made around the format's strengths, and it seemed to fare well based on assets alone: http://www.eurogamer.net/articles/digitalfoundry-mgs3-3ds-vs-playstation2
The video and screenshots were from a 3DS dev kit there (hence the 480p) but it does give us an indication of how the game's assets made the move from PS2, and they did a great job at recreating and improving upon the original visuals. Only problem was the framerate wasn't great on final hardware...
MGS3D runs pretty poorly and the added shader effects don't make up for the other downgrades.That reminds me, weren't hexadrive involved with Metal Gear Solid 3D? That's a PS2 exclusive made around the format's strengths, and it seemed to fare well based on assets alone: http://www.eurogamer.net/articles/digitalfoundry-mgs3-3ds-vs-playstation2
The video and screenshots were from a 3DS dev kit there (hence the 480p), so no indication of the game on final hardware (which wasn't the best) but it does give us an indication of how the game's assets made the move from PS2, and they did a great job at recreating and improving upon the original visuals.
MGS3 actually runs slightly better now than it did at launch.
There was some weird firmware update that improved framerate in some Konami games like MGS3 and that 3DS Castlevania.
Still, compromise. That's also another point to make that those ports tried (and succeeded) to run better than the original in some aspects.The PS2 version had more frequent slowdown instead.
The problem with the whole DQ was never about graphics kind of falls apart when DQ8 was one of the more beautiful PS2 games.
Still, compromise. That's also another point to make that those ports tried (and succeeded) to run better than the original in some aspects.
I'm willing to sacrifice some trees, grass, and any other environmental detail if the game has faster loading time and there are no random encounters.
Thanks for this!
Well that confirms it, they are using TOSE's cut-back Unity port as a base for this. Big disappointment, for the reasons I mentioned here: http://m.neogaf.com/showpost.php?p=164931306
Like I said in the post linked above, it's highly unlikely any of the cutbacks are down to the 3DS -- they were done before for iOS and Android, when the game was targeting far more powerful hardware. At the time the iPhone 5s was at least a generational leap faster than the Vita in GPU terms and two CPU generations faster, yet TOSE's cut back DQ8 port ran like a dog (20fps).
Uhm... why do the screens confirm that it's a mobile port? To me all versions seem to look drastically different... The only thing in common between mobile and 3DS is a lack of trees (but even then mobile still has more trees).
The trees are different, the mountains are different, the colors are different, the fog is different...
IF they do something like this for DQVIII, then that alone, justifies porting it
Thanks for this!
Well that confirms it, they are using TOSE's cut-back Unity port as a base for this. Big disappointment, for the reasons I mentioned here: http://m.neogaf.com/showpost.php?p=164931306
Like I said in the post linked above, it's highly unlikely any of the cutbacks are down to the 3DS -- they were done before for iOS and Android, when the game was targeting far more powerful hardware. At the time the iPhone 5s was at least a generational leap faster than the Vita in GPU terms and two CPU generations faster, yet TOSE's cut back DQ8 port ran like a dog (20fps).
Ouch, they should have waited for NX for this. I would suggest going New 3DS exclusive but there's not a big enough install base.
Regardless, this port and Xenoblade 3D are really night and day.
Looking at the comparisons it seems obvious that it isn´t a direct port, it has different geometry/territory and placement, the most important thing to me is that it´s portable and especially the extra content in form of new characters and scenarios is what it actually sells to me. SQEX really should push forward a US/EU localization.
As a little tidbit and curiosity, DQ8 3DS is about to crack amazons top 50 2105 sales chart (early next week) several months before its launch. With its current pace it will easily reach the top15 before its official launch.
I don't give a fuck about how the game looks, it's goddamn DQVIII on a handheld! ...