Hatsune Miku: Project Diva Extend
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12-29-2014, 09:25 PM
Post: #177
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RE: Hatsune Miku: Project Diva Extend
I would leave it as it was, but I have to reply to that;].
Well, first of all, as far as those of us who play the game cares, PD can be forever "in-game", just don't make excuses that it's because we don't compare it to PSP. You can't come from a perfect score on small screen surrounded by buttons to a big screen with a gamepad, doesn't matter what quality they are, simply because the experience is different, you'll have to train a bit and forget how you played on one device no device can be and not be PSP at once, and you'll never swap and play on hardest difficulty without training. That happens even when changing pads in ps3 games you mastered and in ppsspp case you change whole device for one with completely different concept and feeling attached to it. The timing is perfect emulation side already, when I set a breakpoint in the code executed every frame so it only goes 1 frame whenever I press "Go" when I spam a button in my pad and do press "Go", the input is detected and executed that frame, it cannot be faster. Now with setting to force real clock sync I know that I get that next frame while playing the game exactly after the time it should happen, it's not a bit faster nor slower, each and every frame happens in exact time behind previous one. This means the timing between each frame is exact and perfect and that's exactly what many of us experience, in fact even before having this setting, it felt mostly right to me and the whole difference from having it on feels more like a placebo caused by knowing how it works. If you guys write a software which can detect what kind of delays you say experience, those of us who can play the game we'll be more than happy to test it and prove you wrong. The thing is current arguments are all about "perfect scores on hardest song in hardcore difficulty" and that's as I explained in the start it doesn't work that way. We don't get perfect scores in such games on hardcore just because we have godlike eye-hand cooperation, we do it, because our muscles have memory and we get used to what we do and experience and react without thinking, so no, you can't just swap the device and get same results. Same mechanics work when you learn martial arts, for example if you get hardcore with a long sword, and then you change to saber - even if the lenght will be same and balance point will be similar, even through both of them are great for cutting and can be thrusted, even if you pick ones of exactly same way, you will still suck ass when sparring with someone hardcore at it without training from the start simply because it's a different weapon. IMO If we keep this forever "in-game" just because repeated arguments without actual proof like currently, we should do same for all other games which has a timer or score, because some people might also suffer when constantly swapping between the psp and ppsspp and we should not keep their favourite games as playable until that get's solved(aka never). I'm not even going to reply to argument that devs wouldn't try fixing it when it would be made "playable" it's just too silly. I just don't like discrimination, even when it happens to just a small part of one of my hobbies. That's all I wanted to add on that topic, so happy "forever-in-game" to this and other PD thread, not gonna argue more about that nor visit it, since like I started, those of us who play the game without the issue don't actually care about the status itself, the whole argues are about justice and the fact that many people never play games which are not "playable" because yes, people ARE lazy. That is easily proved by checking how many threads we have of people asking if the game is playable, even if they could as easily check it themselves, might be stupid or illogical, but yes it's common in the net:3. http://forums.ppsspp.org/showthread.php?tid=6594 - Custom PPSSPP Shaders! http://forums.ppsspp.org/showthread.php?tid=3590&pid=117172#pid117172 - simple CE scripts to help creating CWCheats, https://github.com/LunaMoo/PPSSPP_workarounds - CWCheat workarounds. |
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