![blazeblue cross rag player count ps4 blazeblue cross rag player count ps4](https://image.api.playstation.com/cdn/EP4293/CUSA12009_00/vGRva3fgqYGRAE8q1miqaNdBGVhiDv8I.png)
- BLAZEBLUE CROSS RAG PLAYER COUNT PS4 720P
- BLAZEBLUE CROSS RAG PLAYER COUNT PS4 1080P
- BLAZEBLUE CROSS RAG PLAYER COUNT PS4 PC
So far, the cleanliest version is the Switch version.at least in docked mode it demonstrates the same artifacts like the PC version.
BLAZEBLUE CROSS RAG PLAYER COUNT PS4 720P
Originally posted by NEED AN ARCADE STICK:The switch version isn't affected by this since it uses 720p sprites.
![blazeblue cross rag player count ps4 blazeblue cross rag player count ps4](https://cdn.cloudflare.steamstatic.com/steam/apps/702890/header.jpg)
So far, the cleanliest version is the Switch version.Īrcsys really did a poor job, nearest neighbour is in the 80% of the cases a bad result lol There's no toggle to go back to the 720p sprites and let your graphics card upscale them for you, thats the problem.
BLAZEBLUE CROSS RAG PLAYER COUNT PS4 1080P
This game has some weird stuff where there's 2 types of sprites, 1080p upscaled (the bad ones) and the original 720p sprites somewhere in the files. The switch version isn't affected by this since it uses 720p sprites. they only have to be displayed properly at normal resolutions too. so at least the unaltered graphics are there. this suggests the sprites are present in their unscaled original resolution. you can get clean sprite output at very high resolutions, like I said above. fingers crossed that my input will help :)Įdit: just to add something though that I do know. but I appreciate the quick response and acknowledgement of the issue.
![blazeblue cross rag player count ps4 blazeblue cross rag player count ps4](https://images.pushsquare.com/bb0343f25fae2/blazblue-cross-tag-battle-cover.cover_large.jpg)
I don't have a clue about the technical backgrounds of the game of course, so I'm just speculating here. could you maybe forward this to the original devs of the game? I don't know, maybe it's still something that the PC-team can fix on their own since it shouldn't affect the game in any other way. yeah, I suspected this since apparently every version is affected from this. Originally posted by Shini:Will forward this to my programmer, thank you for the feedback.Īlthough, I think this might actually be outside of my scope (might be not steam-related). (I also believe they are 720p as the game uses adaptive resolution and in heavy scenes it looks like the actually original sprite, and I don't think the game wants to replace the entire spritesheets on the go.)Īnyways every sprite is apparently trash and it seems everything is just wrong.ītw the guy who did that image also tried to upscale the sprite(original) on photoshopĪs you can see, Arcsys could have done a waaaaaaaaaaaay better job.Īnyways this is kinda pointless sadly as they won't fix them, there is a good upscaler to put the original 768p sprites into the 1080p sprite file tho but nobody that I know has done anything yet, and the dlc also meets the same fate of bad sprites :(ītw I don't have a capture card so I can't compare and show them to you exactly, sadly. I've also found out something, the Switch doesn't exactly have them clean 100%, still upscales them to nearest neighbour tho definitely not as bad as this lol. The switch doesn't have those (I believe, pretty sure), but still upscales them badly (undocked look straight from the game, as if it were from UNI or P4A). The game doesn't render them bad, its just that they are straight up bad for starters. This is a 1080p sprite straight from the game files of BBTAG, as you can see it looks like total ass. instead use nearest neighbor with the minimal integer factor so that you can downscale it afterwards with bilinear to the target size. Tl dr: don't use nearest neighbor, it creates artifacts when used with non-integer upscale factors. The new filter options would also benefit from this if they don't have to work on sprites that already introduced errors. bilinear alone gets very blurry if the scale factor increases further (with the target factor in this comparison it looks rather similar to the last variant). In my comparison I also did one with bilinear filtering and one where I first upscale the image with nearest neighbor and downscale it then with bilinear to the target size.
![blazeblue cross rag player count ps4 blazeblue cross rag player count ps4](https://cdn.vox-cdn.com/thumbor/FKNwI4NbK4DGdf-lIMlJu7feZqw=/0x0:1920x1066/1200x800/filters:focal(807x380:1113x686)/cdn.vox-cdn.com/uploads/chorus_image/image/65748271/BBTag_09.0.jpg)
I don't know the exact inner details of the engine, but it looks like as if the game is using nearest-neighbor-filtering for all its sprite upscaling. this results in an increase factor of around 150% (derived from size comparison with ingame screenshots). as far as I know previous BlazBlue games also had this problem.įor this comparison I picked the Ragna character sprite and assumed a 1080p target resolution. but unless you're playing the game at a very high resolution (like 4k) one can notice some nasty sprite scaling issues like irregular staircase patterns. The sprites themselves need to be upscaled to have the proper size on the screen. that's why I made a comparison to show the problem. While I appreciate the new filter options, they don't fix the underlying fundamental problem of the sprite scaling in this game.