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Digital Foundry's technical analysis of the PS Vita

Strange how so many games are sub-qHD. This even goes for games like HSG.

Hopefully the 2nd gen of games resolve this issue.
 
"sub-HD" or not, Uncharted still looks darn awesome.

vHtmp.jpg



Interesting about Ultimate MvC3 like the 3DS version of SSFIV having static characters in the background; tough with all the chaos going on is nothing that "big" to miss.
 
Strange how so many games are sub-qHD. This even goes for games like HSG.

Hopefully the 2nd gen of games resolve this issue.

since it is a 5" screen, it shouldn't be that big of a deal..........compared to subHD games on a 32"-50" screens.

but of course some will ignore that.
 
To be totally honest, I'd rather Sony be more lenient with its power budget and perhaps allow for the Vita's GPU to be clocked higher, so that games like Uncharted could be produced at the Vita's native resolution.
 
I hope it sells absolutely horribly so it will drop in price and I can get one with a decent memory card. Hate me if you want but I can't afford one at that price and get everything I need.

Yeah, and this way you will get the ultra cheap Vita with 0 games to play, because no company will want to publish his titles in a dead platform.

Finest logic indeed.
 
Yeah, and this way you will get the ultra cheap Vita with 0 games to play, because no company will want to publish his titles in a dead platform.

Finest logic indeed.

Very true. The only thing propping up the 3DS are a well-timed wave of 1st party titles. Without them no one would have given a shit about the platform this past Christmas.
 
Couldn't the below native-res in games like Uncharted and Gravity Rush be attributed to Sony placing a power budget on devs?

Yes, it could. This is something that hasn't been investigated, and we probably won't find out until someone hacks the hardware. With the PSP, it was locked to a 222MHz clock speed until much later in its lifecycle, when Sony gave devs the ability to use the full 333MHz. Bumping up the clock speed affected the GPU speed as well.
 
Actually hold a Vita before you proclaim they have "insanely loose sticks."

Best analogs on a portable by a country mile.

" that even the slightest touch shifts them from their default position. Much like the 3DS's implementation, we can see this lack of friction as something that might take a tiny bit of adapting to, and some may prefer a little more resistance"

Sounds exactly like the ps3 analog sticks that make me hate using the system.

Won't matter either way for awhile since I canceled my amazon preorder when the lack of internal memory + insanely overpriced proprietary sticks + some games requiring sticks combo.
 
I really don't mind the non-native res deal, but I'm quite curious as to why it is. Has it been confirmed to be related to the power budget? Maybe the devs had to downscale the final game res to have the games ready for launch? (pure especulation, I'm not sure if that's even possible). Anyway, just very curious. Can't wait for the Vita!
 
" that even the slightest touch shifts them from their default position. Much like the 3DS's implementation, we can see this lack of friction as something that might take a tiny bit of adapting to, and some may prefer a little more resistance"

Sounds exactly like the ps3 analog sticks that make me hate using the system.

Won't matter either way for awhile since I canceled my amazon preorder when the lack of internal memory + insanely overpriced proprietary sticks + some games requiring sticks combo.

I think the sticks are almost perfect. I would have preferred the right analog stick be a bit lower to avoid touching it while pressing X, but I have huge hands.

To each their own, but I think you'll change your tune when you hold one and see that beautiful screen pumping out console level graphics. Spent over $500 on my import haul, and I don't regret it one bit.
 
I hope the sub-native res is just a launch game issue, not a sign that Sony allows first party titles to shoot for graphics the hardware can't support. Especially on handheld games I want good IQ over effects.

Chain of Olympus (I own Ghost but haven't played it yet) or Tekken: DR graphics with moar pixels, some shaders, better lighting and stellar IQ would be more than okay with me.

I'm more hyped about two sticks than graphics.
 
I think the sticks are almost perfect. I would have preferred the right analog stick be a bit lower to avoid touching it while pressing X, but I have huge hands.

To each their own, but I think you'll change your tune when you hold one and see that beautiful screen pumping out console level graphics. Spent over $500 on my import haul, and I don't regret it one bit.

I also have huge hands (for reference I can palm a basketball with both hands off the bounce with relative ease) which is a big reason I don't like the ps3 controller. The fact they felt good in your hands is a huge surprise but definitely a good one. Was going to buy day 1 due to persona 4 remake but with their memory nonsense I'm going to have to hold off for a price drop/hack + dongle to use non proprietary memory and just finish my stack of DS/PSP games.
 
Uncharted: The whole game appears to be rendering with a native framebuffer somewhere in the region of 720x408 (which is 75 per cent of the Vita's maximum 960x544 resolution).

Gravity Daze: Much like Uncharted, the game appears to be running at that same sub-qHD resolution that seems to be in the region of 720x408, and the jaggies resulting from the upscale appear to to be masked by an unflattering blur filter.

I can't stand this sub-resolution shit again. Preorder cancelled.

I actually cancelled my preorder. No meme.
 
Even if it doesn't really seem noticable for a lot of people, the subHD thing is quite dumb. It's like their whole shit again that they pulled with the launch of the PS3. Calling it the only real HD console that would deliver all games at 1080p... how wrong they were.

Maybe it's just something we can forgive at launch and hope for better results in a few years.
 
"sub-HD" or not, Uncharted still looks darn awesome.

vHtmp.jpg



Interesting about Ultimate MvC3 like the 3DS version of SSFIV having static characters in the background; tough with all the chaos going on is nothing that "big" to miss.

Awful scaling artifacts. :(
 
since it is a 5" screen, it shouldn't be that big of a deal..........compared to subHD games on a 32"-50" screens.

but of course some will ignore that.

But then again, you are viewing the 5" screen from a proportionate distance.

I feel like that screen is just going to waste with these sub-qHD games. And it's so many of them, including the ones that are demanding, that it seems a bit worrisome. I hope the hardware is powerful enough to actually deliver these titles at the screen's resolution. I hope it's just a launch thing.
 
But then again, you are viewing the 5" screen from a proportionate distance.

I feel like that screen is just going to waste with these sub-qHD games. And it's so many of them, including the ones that are demanding, that it seems a bit worrisome. I hope the hardware is powerful enough to actually deliver these titles at the screen's resolution. I hope it's just a launch thing.

I have the slightest hunch that the quality of graphics will improve. There are hints in the graphics/quality of every launch game ever, and then games that came after those.
 
It's ridiculous that games aren't running at native resolution on this thing, but at least one can take solace in the fact that at this screen size it might be hard to tell. That is, unless you play with it held up to your face, and I'm sure some people do, since there are people who sit 4 feet from their 50 inch television and then complain about the image quality.
 
Awful scaling artifacts. :(

First of all there're loads of compression artifacts in that pic. Second you are viewing the picture at 3-4x the size of a Vita screen. Shrink it down to 5 inches (Vita's screen size) and see if you are still complaining about it.
 
The resolution deficiency has to be a case of the devs' launch engines borrowing some misguided approach from the platform's initial tools and libraries. It's a hardware deferred renderer with auto tiling, for pete's sake, whoever he is. I get the feeling the engines are trying to carry over the tricks/ticks/compromises learned on 360/PS3.
 
Strange how so many games are sub-qHD. This even goes for games like HSG.

Hopefully the 2nd gen of games resolve this issue.

The screen resolution is not really chosen for games, it is just a standard res for portable screens. Devs can and should target any res that plays best. Also, devs will only get better results with time, history shows that with all consoles.
 
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