01-01-2013, 06:29 PM
(01-01-2013, 04:48 PM)devina40 Wrote: [ -> ]Out of curiosity, I gave it a whirl on KH2. The first thing I noticed was lag caused by all the extra rendering, so I had to switch it to native.
Dunno what to tell you. All of these games run at a solid 60 FPS for me at 5760x1200, with v-sync enabled. I was actually running Crash Bandicoot at an internal resolution 5760x2400 (scaled down to 5760x1200 by PCSX2) to help reduce its interlacing artifacts.
My rig consists of a Core i5 2500K at 4.6GHz, 16GB DDR3, Asus P8Z68V/GEN3 motherboard, Asus Xonar sound card, and a Radeon HD 6970.
(01-01-2013, 04:48 PM)devina40 Wrote: [ -> ]Right after when Pence notices the missing photos ("ALL OUR ____ ARE GONE!"), Roxas enters the frame on the right. His model suddenly popped-in, ruining some of the integrity of the game. I watched the same scene again with 16:9 hacks, and his model never pops-in. This is one con of using widescreen hacks, especially at 48:10 moreso than 16:9. And if I saw pop-in in one of the first few cutscenes, I bet there's going to be much more later on.
Considering how far we're pushing the game here, I think that's to be expected.
Again, this has been known to happen in PC games as well (even ones specifically designed for Eyefinity, like Hitman Absolution). Not really that big a deal, honestly. Many people just ignore it, and enjoy the view
(01-01-2013, 04:48 PM)devina40 Wrote: [ -> ]All the speech bubbles and subtitles were... well, eye-gauging for me. The extra rendering felt rather disorienting, kind of like looking in a funhouse mirror or something to that effect.
That's probably because you were viewing it on a single screen. A given FOV value is correct as a function of screen size and distance from said screen. You were effectively viewing it too small and too far away for how high the FOV is. It looks amazing on an appropriate display setup.
(01-01-2013, 04:48 PM)devina40 Wrote: [ -> ]I disagree, I think 2D graphics can be just as important as 3D, especially in games where artists put a lot of time into character portraits and 2D graphics. Having to tap F6 all the time would be pretty tedious. Think about how many times you have to navigate a menu in an RPG. Here's an illustration... which portrait looks better?
Like I said, it doesn't bother a lot of people. Yes, it'd be nice if 2D didn't stretch, but it does, and there's a simple work-around.
We can deal with it if we get views like the ones in the screenshots I posted.
(01-01-2013, 04:48 PM)devina40 Wrote: [ -> ]The reason why it works with 16:9 is because it's far closer to 4:3 than 48:10 is.
Still distorted either way, just not as much. If you're really worried about distortion, then 16:10 is probably the best widescreen aspect ratio for you, since it's even closer to 4:3...
But yeah, I (and many others) have put up with stretched HUDs before. This is nothing new for us, and not a reason to totally abandon making these patches...
(01-01-2013, 04:48 PM)devina40 Wrote: [ -> ]I think Eyefinity is best for racing games where peripheral vision immerses you in more, as well as games specifically designed for it, but with PS2 games, where developers never intended games to be shown in such a manner with super stretched 2D graphics... nah. Just not digging it. If there was a way to keep the 2D intact, I'd be more enthusiastic.
I use it in all sorts of games. It works great in racing games, but it also works amazingly in first person shooters (gotta love the extra peripheral vision), and in 3rd person games like Hitman: Absolution. Heck, even Sonic Generations is mind-blowing with the extra width. The sense of speed with the additional aspect ratio is crazy.
As for keeping 2D in-tact, I think it might be worthwhile to get in touch with the author of the GSDX plugin. He might be able to shed some light on weather or not it's possible to change the aspect ratio of 2D overlays independently of the 3D render target.
Edit 1: I will totally try and hack Gran Turismo, but there's no existing 16:9 hack for it, so it could take a while...
Edit 2: While attempting to fix Dark Cloud (NTSC-U) for 48:10, I discovered the current 16:9 hack doesn't actually work properly.
The first line "patch=1,EE,202A194C,extended,3F206D3A" does indeed correct the aspect ratio (crops off the top and bottom of the picture).
The second line "patch=1,EE,202A1F18,extended,42BC0000" does not increase the FOV to compensate. What this value actually does is set the distance that the camera hovers behind the player in some (not all) areas.
So all the current Dark Cloud patch does is crop the game and make outdoor areas look "flat" because the FOV is wrong and the camera has been pulled back too far. The value to adjust FOV still needs to be tracked down to do 16:9 correctly.