Resolution of the Unity ports
|#1 by kilicool64|
2019-08-24 at 16:12
|As Doddler explained years ago in this article, Higurashi's Unity ports use a confusing mishmash of different resolutions.|
All of the original artwork is in 640×480. Certain aspects of the engine are also set to this resolution. However, the UI's resolution is 1024×768, and the new sprites are in 1280×960.
So what resolution should we give their releases here? I could see valid arguments for all three.
|#2 by fuukanou|
2019-08-24 at 16:23
|The art resolution has nothing to do with anything. The display resolution of the visual novel is what should be listed. Open up the game for the first time in windowed mode (with your computer set to a resolution that won't bottleneck anything, e.g. 4K), and it's the first resolution the game offers up.|
|#3 by surferdude|
2019-08-24 at 16:27
|^ What he said.|
|#4 by kilicool64|
2019-08-24 at 17:51
|That would be 640x480, then. Does anyone disagree with that?|
|#5 by kilicool64|
2019-08-26 at 16:25
|Since nobody seems to disagree, I changed the question arcs' resolution accordingly.|
|#6 by rintohsaka|
2019-09-07 at 00:55
|Not to disagree, but I would like to ask for a bit of clarification.|
So is it correct to say that the display resolution should simply be the default resolution even if the VN in question can natively render at higher resolutions than the default?
|#7 by yorhel|
2019-09-07 at 10:30
|No, and I disagree with applying the proposed rule in general. It's fine for odd cases like these, but the general rule remains: The native game resolution is the one that the art is made for.|
|#8 by dk382|
2019-09-07 at 12:13
|"The display resolution the game first launches in" isn't even a good rule of thumb because some games will change that resolution depending on what your desktop resolution is.|
I'd go with the largest available resolution before any kind of art stretching occurs. It sounds like in this case, 1024x768 would be preferable, wouldn't it?
|#9 by sakurakoi|
2019-09-07 at 12:32
I'd go with the largest available resolution before any kind of art stretching occurs.Well, since it is CG anyway which is the smallest, then...
It sounds like in this case, 1024x768 would be preferable, wouldn't it?wait, OP says artwork (CG/Backgrounds) are 640×480 yet you are taking the UI value for some reason.
Also, yes, "artwork" (CG and BG) resolution should be the go-to since it is the only thing that covers the whole screen apart from maybe GUI which sure is less of significance. Ya don't keep the resolution tight just because the sprites are at most made to cover half the screen.
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