If you were a fan of JRPGs 10 years ago, you were playing on consoles. There was simply no other choice. Living in the (currently somewhat dystopian) future year of 2020 as we do, it’s easy to lose sight of just how much has changed when it comes to this particular genre and the platforms it traditionally targeted – especially as a well put together port of Persona 4 Golden unexpectedly makes its way onto Steam today Up to and including 2013, there were only a handful of JRPGs on PC, and every release of a new one – or even just rumours of a new franchise being ported – was an event. What followed from 2014 onward was a veritable explosion of releases, both back catalog and new, and today the majority of JRPGs are released on PC either day-and-date or after some moderate delay.
There is one particularly notable exception though: Persona. After its unique gameplay mixup with the 3rd entry, Persona has established itself as one of the most popular JRPG franchises in both Japan and the rest of the world, but the mainline games have so far staunchly resisted appearing on anything other than Sony platforms. This is changing today, with the release of Persona 4 Golden on Steam, and that’s reason enough for me to return to writing a port analysis for the first time in many years.
A very welcome addition is a Rendering Scale option which goes from 50% to 200%, allowing subsampling on very low-end hardware, and 4x supersampling on gaming GPUs for significantly improved quality. Sadly, the setting affects UI elements and not just 3D rendering, which makes the low-end options less useful than they could be.
Dynamic shadows can be disabled entirely (which more closely matches the PS2 version), and have three quality settings: Low, Medium and High. These correspond to a 512², 1024² and 2048² shadow map in practice. Sadly, there is no higher quality filtering option provided for these shadows. The Anti Aliasing setting applies a simple but decent post-processing effect, and can be combined with increased rendering scale for a high-quality result. On any modern GPU, all options other than Shadows On/Off and Rendering Scale are negligible in their performance impact.Graphically, I would argue that the worst parts are the in-game movies, especially in dark scenes. These are clearly the originally shipped versions, or even re-encodings thereof, and feature copious blocking and artifacting. Of course, if these are the only remaining versions of the assets, there is not much to be done, though I believe some modern AI-powered filters could have at least alleviated the blocking.
The port does not feature mouse camera controls even in those parts of P4G which do feature a player-controlled camera, such as dungeons. Given the relatively simple layout of these areas, and the limited horizontal-only camera rotation, this is no showstopper though.
The other perspective, let us call it the theoretical perspective, is one that I cannot completely avoid as someone who deals with hardware-specific program optimization professionally. And from that perspective something is clearly very wrong. On my high-end workstation, I cannot get the game to run at more than ~160 FPS in some areas, even with 720p resolution to check strictly for the CPU limit. For a Vita port without fundamental new features which could reasonably be speculated to have a large performance impact one would expect something closer to 500+ FPS. So what is going on? To answer that, I took a number of API traces and investigated the game’s rendering at that level.
What I discovered was quite shocking: an average frame in P4G produces between 15000 and 20000 API calls. In fact, as pictured above, a single desk in a classroom is generated using over 50 individual draw calls, each only dealing with a handful of polygons and only covering a tiny amount of pixels. To provide some perspective on what that means, let me note that effectively using a modern GPU, especially with an API like DirectX11, ideally requires issuing draw calls that deal with many thousand polygons and affect a large number of pixels. This means that performance, on most systems, will generally be limited by the latencies induced by this usage of the API, rather than the real CPU or GPU limits.However, there is a question of how much running into these limitations actually matters in the end for a game like P4G. Would it be nice to be able to run it at a locked 240 FPS? Yes. Is the basic capability of running at greater than 60 FPS at all more than I expected going into this? Yes again. So if, perhaps, the development resource decision was between making the game work at arbitrary framerates, and optimizing the drawing scheme, then I would very clearly say that the right decision was made.
One more practical detail I noticed is that, if you disable V-sync, the game appears to enable an internal 120 FPS limiter, which is very inconsistent in terms of frametime and leads to microstuttering. Therefore I suggest that everyone should leave the V-sync setting enabled. When using a high refresh display (>60 Hz), an external framelimiter should be used for an extremely smooth result (at e.g. 120 FPS or lower depending on your specs).Overall, Persona 4 Golden’s Steam version is a fantastic way to play this game, with solid graphics options, arbitrary resolution and framerate support, relatively fast loading times, and good support for remappable keyboard controls. Steam features such as achievements and cloud saves are included, and even the minor online aspects of the “Golden” version were faithfully ported. Additionally, this release adds the ability to choose between English and Japanese voice acting, a very welcome addition in what is inherently a very Japanese game.
The nit-picks such as video asset quality, locked aspect ratio, and even the far-worse-than-it-could-be performance are all at least somewhat understandable from a development and prioritization perspective, and do little to detract from the quality of the port in most practical cases.
Peter "Durante" Thoman is known for developing the popular DSFix mod that fixed many problems with the PC port of Dark Souls. He co-founded PH3 Games, a studio that specializes in porting games to PC."port" - Google News
June 14, 2020 at 02:10AM
https://ift.tt/3hrMCSn
Persona 4 Golden PC Port Analysis - IGN - IGN
"port" - Google News
https://ift.tt/2VXul6u
https://ift.tt/2WmIhpL
No comments:
Post a Comment