Calamity Trigger - PC God Version

borisvodofsky

Diamond Member
Feb 12, 2010
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HOLY f-in HELL...


Supports 2560x1600. :D Sprites look SUPER duper sharp.

Many 2D Stage pieces have been revamped with 3D.

All Shader Effects are rendered at the selected Resolution.

Way better than 768p(arcade) / 720p (PS3)

Need I mention ANTI-ALIASING? :eek:

Anisotropic?

I'm not completely sure but it PROBABLY requires a dual core, this is true of the arcade version, but who knows.


I never realized how much of a 2D/3D blend the stages were on my ps3.

While the efforts to boast performance on a 7900gs arcade console is obvious in 25x16,, The stages are still as beautiful.

Fingers crossed for continuum shift on PC in o''' 2 years :D

BEST reasons for PC...

Low input lag vs LCD Television... Capable of using 1000hz usb input for joystick,,

1000hz insures 17hz input window per frame.. :) <- which is probably higher than consoles

kinda cheating.

Edits:

forcing 8x AA disables AA in game altogether. (Tested on ATI cards only) x1900xtx and 4870

Obviously Transparent AA causes some stuff to look weird or disappear.

AF doesn't seem to make much of a difference because there's no LARGE perspective change.
 
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jinsaotomex4

Member
May 19, 2008
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This is meh because no challenge mode and because CS is already out (arcade leak and console). It does have 360 crossplay which is nice and the launcher has a few important options (video quality, joystick config, etc). Now for SSFIV PC...
 

borisvodofsky

Diamond Member
Feb 12, 2010
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This is meh because no challenge mode and because CS is already out (arcade leak and console). It does have 360 crossplay which is nice and the launcher has a few important options (video quality, joystick config, etc). Now for SSFIV PC...


You're such a Hater bro... I hope things are good in your life.. :(


Some more stuff... forcing 8x AA disables AA in game altogether.

Obviously Transparent AA causes some stuff to look weird or disappear.

AF doesn't seem to make much of a difference because there's no perspective change. :hmm:


CS arcade leak is fulll of bugs, and visual problems. Playable but not at the visual eye candy level on consoles and now PC
 

jinsaotomex4

Member
May 19, 2008
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There's nothing to hate. All I've heard is graphics, graphics, graphics. This is a fighting game, the mechanics and gameplay is what make a fighting game solid (which the game does have). The game runs on Taito X2 so yeah, of course its going to run great. It's dinosaur hardware. And of course the arcade leak has bugs, it's a loktest dump... Too bad that ArkSysWorks releases are spotty on PC (at best). We got GGXX#R and Slash but no X, XX, AC or AC+. Poor EU and PC gamers got screwed over when it came to a timely release.
 
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borisvodofsky

Diamond Member
Feb 12, 2010
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There's nothing to hate. All I've heard is graphics, graphics, graphics. This is a fighting game, the mechanics and gameplay is what make a fighting game solid (which the game does have). The game runs on Taito X2 so yeah, of course its going to run great. It's dinosaur hardware. And of course the arcade leak has bugs, it's a loktest dump... Too bad that ArkSysWorks releases are spotty on PC (at best). We got GGXX#R and Slash but no X, XX, AC or AC+. Poor EU and PC gamers got screwed over when it came to a timely release.

It's not that we got screwed. The only problem was no one BOUGHT the game...

But this has online play, which would force many people to buy it. ^_^


Mechanics and gameplay, was omitted in mention because I'm assuming people already know about that, since it's not a NEW NEWww game.
 

jinsaotomex4

Member
May 19, 2008
114
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Plenty of people bought the game, there were just publisher issues in Europe seeing as how they just got CT a few months (April? Everyone else got it last year for consoles) ago and all and they are getting CS in Europe which is 6 months after the CT release (End of October release for CS EU). Everyone else got it last month. The PC version is actually EU only, but I hope CS is released for PC as well once the arcade version gets the DLC characters implemented.

Time for more story mode.
 

smackababy

Lifer
Oct 30, 2008
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Do the DLC characters have a story mode? I have Makoto but the story mode was so bad, I couldn't stomach more than one character playthrough.
 

Pia

Golden Member
Feb 28, 2008
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tp4tissue, where is this technical information from? Link?

Unless sprites have been redrawn for 2560x1600 (lol, as if), 768p remains the best presentation.

Anyway. Camping out until they announce Continuum Shift either as DLC or standalone. It seems mildly retarded to publish the first game when the superior updated version is out, especially as fighters involve learning a lot of detail which gets shuffled around each update.
 

smackababy

Lifer
Oct 30, 2008
27,024
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All DLC characters get challenge mode, as well as Legion I believe. I also think Makoto is available in Score Attack.
 

borisvodofsky

Diamond Member
Feb 12, 2010
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tp4tissue, where is this technical information from? Link?

Unless sprites have been redrawn for 2560x1600 (lol, as if), 768p remains the best presentation.

Anyway. Camping out until they announce Continuum Shift either as DLC or standalone. It seems mildly retarded to publish the first game when the superior updated version is out, especially as fighters involve learning a lot of detail which gets shuffled around each update.

Haha,, You're right that the sprites were never redrawn... but they were never presented at native Resolution or anything that glamorous.

The stage zoom in and out very very slightly, so they get bigger/ smaller.

Point is, the sprites are the same as the 768p version,,,

HOWEVER at 2560x1600 You DO NOT miss any detail... It's all there,, all the mistakes,, all the glory..

I just hate the blur filter they implemented for some of the background, I think they did it as a "depth of field" thing, so that you can focus your eyes on the fighting sprites more easily..

Nonetheless,, they should have used a Better "blur filter."

768p was never the best presentation, it was just the limitation of taito x2 's 7900gs, because the game had to run on even LOWER cards at various arcades.

Theoretically this game should also run better on Nvidia Cards, but I don't have one.

Because the arcade CS rip had 10x more problems on ATI cards, than Nvidia.

The Input lag thing is just something I noticed going from a Samsung TV to my PC LCD, which doesn't have a scalar (much lower input lag). - 3007wfp

I played Guilty Gear on the PC back in the day because my TV sucked; and 1000hz is the only way you can False Roman Cancel (FRC), at 125hz it didn't come out consistently on PC. So I assume most console input is above 125hz usb poll rate.

Think about it.. FRC is within 2 frames, 1/30th of a second,,, at 125 hz ,, you have exactly

4hz window
to input the FRC,, while at 1000hz, you have a 32hz window.
 
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Pia

Golden Member
Feb 28, 2008
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768p was never the best presentation, it was just the limitation of taito x2 's 7900gs, because the game had to run on even LOWER cards at various arcades.
Irrelevant. 768p is the best possible presentation for sprites drawn to 768p. 240p is the best possible presentation for sprites drawn to 240p. The only resolutions which tie the original resolution in quality are those exactly doubled or quadrupled. Anything else is worse.

I played Guilty Gear on the PC back in the day because my TV sucked; and 1000hz is the only way you can False Roman Cancel (FRC), at 125hz it didn't come out consistently on PC. So I assume most console input is above 125hz usb poll rate.

Think about it.. FRC is within 2 frames, 1/30th of a second,,, at 125 hz ,, you have exactly

4hz window
to input the FRC,, while at 1000hz, you have a 32hz window.
Why would the polling rate affect the moves coming out? The time window for the input is essentially the same either way.
 

borisvodofsky

Diamond Member
Feb 12, 2010
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Irrelevant. 768p is the best possible presentation for sprites drawn to 768p. 240p is the best possible presentation for sprites drawn to 240p. The only resolutions which tie the original resolution in quality are those exactly doubled or quadrupled. Anything else is worse.

They're not Drawn to FIT exactly any resolution.


FACT

Why would the polling rate affect the moves coming out? The time window for the input is essentially the same either way.

You have 1000 chances to input in 1 second vs 125 chances..

The frame is just when the game will register... the 1000hz is what the Controller/USB/computer will register.

Comon use your brain... Because the game and input engine can be mistimed/out of sync whenever, 1000hz ensures that you'll have a larger window..
 
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Pia

Golden Member
Feb 28, 2008
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They're not Drawn to FIT exactly any resolution.


FACT
They are drawn in a given size and will never look better when stretched larger than that.

The sprites fix display resolution in a roundabout way; since in a fighting game the shape of the view area and the proportion of the characters to empty space affects the experience, the sprites necessarily fix an optimal resolution which in this case is 1280x768. If the game was, say, a sprite-based Civilization, the sprites could be presented optimally at any display resolution by simply showing as large a swath of the play area as the display allows.

FACT
 

borisvodofsky

Diamond Member
Feb 12, 2010
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They are drawn in a given size and will never look better when stretched larger than that.

The sprites fix display resolution in a roundabout way; since in a fighting game the shape of the view area and the proportion of the characters to empty space affects the experience, the sprites necessarily fix an optimal resolution which in this case is 1280x768. If the game was, say, a sprite-based Civilization, the sprites could be presented optimally at any display resolution by simply showing as large a swath of the play area as the display allows.

FACT

OMFG,, have you played an f-ing 2D fighting game? when you all the way to the left/right corners of the stage,, the sprites get SMALLER, and when you're in the middle next to your opponent, they're BIGGGG...

THe sprites were never drawn to fit an EXACT Resolution.. that's not to say they don't have a number.

BUTTTTT they will be scaled by the Game's engine...

ahhhhhhhhhhhhhhhhhhhhhh --- rage rage rage

You're insufferable :(

screens please

I wanted to post some, but my photobucket account won't let me post 2560x1600 resolution photos.??

where can I post big pictures,,,
 
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NeoV

Diamond Member
Apr 18, 2000
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I'm a fan of the game - where are you getting this info about the PC version?
 

Pia

Golden Member
Feb 28, 2008
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OMFG,, have you played an f-ing 2D fighting game? when you all the way to the left/right corners of the stage,, the sprites get SMALLER, and when you're in the middle next to your opponent, they're BIGGGG...
The sprites are never scaled up because that makes them look crap and there is no benefit to it whatsoever. They are scaled down a minority of the time (when the characters are apart).
THe sprites were never drawn to fit an EXACT Resolution.. that's not to say they don't have a number.
Bullshit.
BUTTTTT they will be scaled by the Game's engine...
Most of the time they are not scaled.

http://game.watch.impress.co.jp/img/gmw/docs/318/526/bb07.jpg
http://game.watch.impress.co.jp/img/gmw/docs/318/526/bb12.jpg

The sprites are the sharpest they'll ever be. No scaling whatsoever. No blurring. Every pixel is where the artist put it. This resolution is the only correct one for the game.
ahhhhhhhhhhhhhhhhhhhhhh --- rage rage rage

You're insufferable :(
And you seem to know nothing of the subject you are passionately posting about. :\
 

zebrax2

Senior member
Nov 18, 2007
977
70
91
While some of what tp4tissue is saying doesn't make sense to me there is a possibility that the pc version actually have better sprites than the console. The could have scaled down the original sprite to fit the console resolution. They then included the original sprite to the pc version.
 

smackababy

Lifer
Oct 30, 2008
27,024
79
86
Since it was created to run on Taito X2, which isn't very high end, I doubt the sprites were originally scaled.
 

AndroidVageta

Banned
Mar 22, 2008
2,421
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PC version is broken I think for Windows 7 x64...can not get the game to run at all...says "Failed to initialize"...bummer...:(

Heres what the error report reads if any one could possibly help:

BLAZBULE CT -- Build : Apr 30 2010 15:18:13.
-- run : Mon Aug 16 09:13:46 2010
Begin initializaion.
Begin initialize application.
Begin load config.
Begin initialize credit.
Begin initialize renderer.
Initialize Renderer.
Error in renderer initialization.
Failed to initialize.
 

Pia

Golden Member
Feb 28, 2008
1,563
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While some of what tp4tissue is saying doesn't make sense to me there is a possibility that the pc version actually have better sprites than the console. The could have scaled down the original sprite to fit the console resolution. They then included the original sprite to the pc version.
The console versions' sprites are fine. What they did was crop the playfield vertically from 768p to 720p, which is non-optimal but beats butchering the sprites any day. So the main advantage of the PC version versus consoles is seeing all of the intended playfield, not a huge deal to be honest. Added trouble comes from the fact very few people have a display connected to their PC which is decent for displaying Blazblue. Good choices are either a HD Ready TV which gives you full vertical picture area and slight pillarboxing, or a 2560x1600 display running in 1280x800 with slight letterboxing.
 

borisvodofsky

Diamond Member
Feb 12, 2010
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The console versions' sprites are fine. What they did was crop the playfield vertically from 768p to 720p, which is non-optimal but beats butchering the sprites any day. So the main advantage of the PC version versus consoles is seeing all of the intended playfield, not a huge deal to be honest. Added trouble comes from the fact very few people have a display connected to their PC which is decent for displaying Blazblue. Good choices are either a HD Ready TV which gives you full vertical picture area and slight pillarboxing, or a 2560x1600 display running in 1280x800 with slight letterboxing.

You're so wrong, 25x16 at 25x16 looks amazing. 800p can go suck it. :D

At 800p the background is blurry, the 3D is jaggy, etc etc..

any res higher than that clears up the 3D stuff, which is a GOOD portion of the stages, now that I realize it was 3D, not knowing while playing the Low res.

the 2D sprites begin scaling as soon as you're 4.5+ character widths away, "you would know this had you played at the higher resolution". LOL

This really sounds like a pissing contest while i'm trying to save you from your ridiculous misconceptions; whatever distaste for living you may have, justifying your lack luster display?,, dismay at others fortunes?,, w/e dude. YOU GOT Problems."
 
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