Jak and daxter ps2 framerate7/22/2023 ![]() The ports have always been of variable quality – often full of pop-in and framerate hitches – but never anything particularly noticeable, and they’ve always managed to look beautiful thanks to some great modelling and environmental design. ![]() ![]() It seems the same thing happened to Accel World, and as such we’re left with very sloppy ports of the final two Sword Art Online games on the handheld.Ītelier has pretty much been Vita’s most prominent series alongside Hyperdimension Neptunia, with eight entries released over the course of five years. With Hollow Realization, the main version was developed for PS4 and then it was ported to Vita – which causes a lot more difficulties due to the power gap between the two consoles than developing for Vita and porting up to PS4. See, Hollow Fragment was based on a PSP game – meaning with the Vita’s increased power, it ran pretty well while Lost Song was developed first for Vita then ported to PS3. The reason for this seems fairly simple – in that the Vita stopped being the lead version for development after Lost Song. This was particularly disappointing given what the developers had previously achieved on the handheld, even with their last Sword Art Online game. Despite being based on the Lost Song engine to the point vast amounts of content were copied across, the game had taken a serious graphical hit with models looking pixelated and pop-in being extremely evident and the framerate was suddenly all over the place. Things had gotten even worse by 2017’s Accel World vs. In addition, the framerate slowed to a crawl during boss battles something that was only slightly improved by patches. The game – also available on PS4 and developed by Aquria – had taken a serious graphical downgrade in their porting process, removing plenty of environmental objects and effects as covered in Havian’s video. Yet somehow in 2016 with the release of Hollow Realization, the series suddenly took a massive downturn in terms of quality. They often took full advantage of the console’s capabilities, with graphically impressive titles like Macross Delta Scramble – and Lost Song was very much in this vein, with big open areas that actually ran pretty well on Vita – solidifying them as one of the handheld’s best developers. This was followed up in 2015 with Lost Song from developers Artdink, who also had a long history on the handheld ranging from Gundam SEED Battle Destiny in 2012 right through to Neo Atlas 1469 last year. The game had some slowdown in its main town area, but overall the title ran well – mainly due to the fact it was a PSP up-port. Developed by Aquria, the game was impressive at the time, packing in a tonne of content into its pseudo-MMO setting while still maintaining the feel of the anime. The Sword Art Online series has a fairly long history on Vita, starting in 2014 with the release of Hollow Fragment, an expanded release of the 2013 PSP title Infinity Moment. ![]() Sword Art Online: Millennium Twilight (and Sword Art Online: Hollow Realization) In this article, I aim to examine these ports – what was disappointing about them (and why they should have been better than they were), as well as possible explanations on why they turned out the way they did alongside a conclusion on how well the Vita did as a machine capable of handling console ports during its lifespan.Īccel World vs. Despite being the strongest handheld console released in 2011 and being more than capable of handling ports of PS2 PS3 and even PS4 titles when the developers put the effort in, not every company was willing to take the time to ensure the Vita version turned out well – and as such we have a number of great games that remain hugely disappointing on the handheld due to the way they run. I recently wrote an article looking at Vita’s 10 most technically impressive games, that I always intended to be a two-part series also looking at Vita’s 10 most technically disappointing games.
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