madmaxx350 said:if it looks like RR7, i'll give it a try, but RR7 was 60 fps right?
RR7 was 60fps and 1920x1080p to boot.
madmaxx350 said:if it looks like RR7, i'll give it a try, but RR7 was 60 fps right?
Well, Uncharted is actually looking better than when it was first shown and Marvel vs Capcom 3 is 60 fps without any significant visual downgrades (unlike SFIV 3D).SkylineRKR said:What the fuck man.
RR Vita doesn't look stellar when it comes to details, now they're telling its also at 30fps? That has to be improved or there is something going on with the Vita hardware, Wipeout being said to run at 30fps was enough of a disappointment already.
phosphor112 said:Hopefully it'll be 60fps by launch... capcom has freaking MvC3 at 60fps... why can't Namco get RR to do the same?
dark10x said:Well, Uncharted is actually looking better than when it was first shown and Marvel vs Capcom 3 is 60 fps without any significant visual downgrades (unlike SFIV 3D).
Spiegel said:(Screenshots)
Atolm said:That track is from RR7. So it's basically a port?. Disappointed. I expected a new take on the franchise by the Japanese team. You know, new stuff, but faithful to the roots, not like the new Western RR..
Atolm said:That track is from RR7. So it's basically a port?. Disappointed. I expected a new take on the franchise by the Japanese team. You know, new stuff, but faithful to the roots, not like the new Western RR..
sounds like it's going to be the ridge racer we all know. not necessarily a port. just the usual.RSLAEV said:wth, after that dubstep touch demo I thought that team was working on some amazing new experience, now it's just a port?
Wow, that looks awful. It's taken Resistance's crown as worst looking Vita game.SolidSnakex said:[img ]http://image.gamespotcdn.net/gamespot/images/2011/257/632912_20110915_screen001.jpg[/img]
[img ]http://image.gamespotcdn.net/gamespot/images/2011/257/632912_20110915_screen002.jpg[/img]
http://www.gamespot.com/vita/driving/ridge-racer-working-title/images.html
Special Stage Route 5
I'm sure Namco will have it 60FPS and ready for the North American launch.phosphor112 said:Hopefully it'll be 60fps by launch... capcom has freaking MvC3 at 60fps... why can't Namco get RR to do the same?
Mr_Brit said:Wow, that looks awful. It's taken Resistance's crown as worst looking Vita game.
[Nintex] said:Scrolling on this page is quite the event.
"Woah that's a nice car!"
"WHAT THE FUCK NAMCO"
feels bad manSmision said:feels like 60
Wow, I've never heard of sub-native resolutions on handhelds. This is a bad precedent. I don't like it one bit._dementia said:The Vita version of UMvC3 runs in sub-native res though.
There are three aspects that Hideo pointed out that he hopes people notice upon playing Ridge Racer. First are the visuals. Thanks to the OLED screen of the Vita, the game absolutely "pops" thanks to the vibrant graphics in the courses you will race on and the cars in which you will do so. Even at this relatively early stage of development, Ridge Racer on the Vita retains the look and feel of previous games in the series and at times looks absolutely gorgeous with stunning vistas and fast turns. The visuals for the cars, both your own and your oppositions', featured a lot of details, and racing fans can expect that even without currently knowing specifics, there will be a large number of different car options at your disposal.
The second aspect is sound. They really want to take advantage of the audio power of the Vita by offering a unique, yet Ridge Racer-familiar, soundtrack. On top of that, they want to ensure that the audible noise from the various automobiles immerses the racer. When you tap the nitrous button, you clearly hear the extra power your engine gets, so expect to hear other noises that should add to the core experience.
The last aspect is online. While they aren't ready to get into specifics at this moment, the hope is to offer quite a worldwide experience. They anticipate that once the Vita is available everywhere that racers from across the globe will be able to challenge each other in a number of different modes. What this means exactly is unclear, but they do plan to get into the specifics closer to launch in Japan.
Continuing to talk about other features that fans can look forward to, they were unable to go into specifics. As with any other Ridge Racer title, we should anticipate a similar number of cars and tracks, but the exact number is not ready to be made public. In regard to the touch features of the Vita, the only touch function currently available was being able to tap the front screen to commence the demo. When asked about what additional features will use these functions, they could not tell me, but they are fully expecting that you will be able to drive by touching the various touch pads and that the interface will most certainly make use of these capabilities.
When asked about what they have found most challenging when making a Ridge Racer game, we were told it was ensuring that the game is ready for launch. Hideo has been developing Ridge Racer games since the PlayStation 2 era and knows how hard it can be to release a game at the same time as the console. Thankfully, though, he and his team have found that the Vita has been the easiest to work with, and he is very confident that Ridge Racer for the Vita will be ready in December and that fans of the series will be pleased with the final product.
Ridge Racer for the Vita should take full advantage of the hardware.
Our time with Ridge Racer was brief. The single course available took close to five minutes to complete but was very challenging thanks to its tight turns and powerful opposition. Again, fans of the series should be able to pick this up and automatically feel right at home. Ridge Racer for the Vita is expected to launch alongside the PlayStation Vita this December in Japan and should also launch alongside it when it finally comes everywhere else.
60 frames or bust.Wonko_C said:Namco: Get rid of the motion blur and DOF if that's what it takes to have it at 60fps. Do it!
darkwing said:
madmaxx350 said:You mean Gamespot lol, Yea it's new, now I just need to see the vid.
Even at this relatively early stage of development, Ridge Racer on the Vita retains the look and feel of previous games in the series and at times looks absolutely gorgeous with stunning vistas and fast turns. The visuals for the cars, both your own and your oppositions', featured a lot of details, and racing fans can expect that even without currently knowing specifics, there will be a large number of different car options at your disposal.
at first I was like "well she's holding it from arm's length" but then it kept going. what the fuck, was the stick stuck or disabled or what? the car isn't actually turning!Linkzg said:gameplay video: http://www.youtube.com/watch?v=DtXjxWcrNDc
lady doesn't know how to play. rubbin against the walls.
jooey said:at first I was like "well she's holding it from arm's length" but then it kept going. what the fuck, was the stick stuck or disabled or what? the car isn't actually turning!
She kept pushing up on the stick.Linkzg said:early on she presses right on the d-pad and the car actually turns right
then she goes back to analog stick and attempts to drive for the remaining two minutes. the stick was problematic.
What are you talking about?Linkzg said:early on she presses right on the d-pad and the car actually turns right
then she goes back to analog stick and attempts to drive for the remaining two minutes. the stick was problematic.
Linkzg said:gameplay video: http://www.youtube.com/watch?v=DtXjxWcrNDc
lady doesn't know how to play. rubbin against the walls.
The bad precedent being: quick and dirty launch day cash grabs will get you nothing.Jinfash said:Wow, I've never heard of sub-native resolutions on handhelds. This is a bad precedent. I don't like it one bit.
(Judging from the screens it doesn't have AA either)
Jinfash said:Wow, I've never heard of sub-native resolutions on handhelds. This is a bad precedent. I don't like it one bit.
(Judging from the screens it doesn't have AA either)
Wonko_C said:Namco: Get rid of the motion blur and DOF if that's what it takes to have it at 60fps. Do it!
To date there was exactly one handheld that can even DO this (PSP), and there's a fair share of titles that didn't run in native resolution on PSP (there were cases of both above/sub).Jinfash said:Wow, I've never heard of sub-native resolutions on handhelds.
How is Resistance even close to being Vita's ugliest game?Kerrby said:Maybe it's just me having never played a Ridge Racer game before but that doesn't look that great. Still doesn't take the crown of worst graphics on the Vita that Resistance has.
Famassu said:How is Resistance even close to being Vita's ugliest game?
Haha, well that was an epic derp on my part. If that's the case then maybe I'm not good at noticing sub-resolutions on handhelds as much as I thought.Fafalada said:To date there was exactly one handheld that can even DO this (PSP), and there's a fair share of titles that didn't run in native resolution on PSP (there were cases of both above/sub).
3DS would be the second - and 6months from launch it's already flirting with this (games adding extra samples in 2D Mode).
It has the boring grey/brown art style, but it's not in any way an ugly game or technically incompetent. At least it looks like some PS2.75 game whereas others (Ys, ToIR etc.) look like PSP games.Kerrby said:Have you seen the game? Even someone above said the same thing as me, Resistance is ugly!
Famassu said:It has the boring grey/brown art style, but it's not in any way an ugly game or technically incompetent. At least it looks like some PS2.75 game whereas others (Ys, ToIR etc.) look like PSP games.
And kudos for choosing a shitty quality non-direct feed pic of the game.