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The world map environment was rendered in full 3D in the original PS1 game. There’s a bigger problem at hand and that’s the game’s world map. Texture scaling issues aren’t limited to pre-rendered artwork. But overall, we see this as a slight downgrade, not an enhancement over the original. This isn’t to say interpolation is an entirely bad thing: there are places where addition detail nuances that were lost in the original PS1 artrwork. The backgrounds become so soft that some of the implied detail you’d see at low resolutions is lost, replaced by clean lines and color gradients. When you take artwork like that and upscale it through bicubic interpolation, it (ironically enough), loses detail. When running at a low resolution, pixellation and color dithering actually create the illusion of additional detail. Incidental details like buttons, pillows, and cobblestone are all drawn with big, generous strokes. If you look at the pre-rendered backgrounds in Final Fantasy 8, you’ll see a lot of macro detailings. This had an impact on how artwork was designed. ![]() ![]() This is why eighth-gen titles tend to look a lot worse than seventh titles when running at 720p–a lot of the high-frequency information in the artwork doesn’t display properly, and the end result is unsightly shimmering.Ģ0 years ago, art teams were working with games that outputted as low as 320×240. #Steam final fantasy 8 1080pModern games feature lots of high-frequency texture detail because 1080p is the lowest resolution developers assume the game will be run at. In-game artwork is often designed around the resolution limitations of the era. But it also compromises the original game’s artistic vision. While the base art assets are higher res than 320×240, they’re a far cry from the 1080p that the game renders to.īicubic interpolation makes the art a lot softer and takes away the jaggies plaguing the original release. While the higher resolution allows more of the original artwork to come through, Square decided to implement a bicubic upscale on the background textures. Before we get into that, though, there is a caveat here, though. Looking at the original in comparison to the remaster, it’s easy to see how much of an impact resolution has on pre-rendered aspects of the scene. Even though the CD format offered ample space for quality video, the 320-240 resolution output held art assets back from looking their best, even when not rendering in real-time. Video sequences also took a hit to quality on PS1. Models were blocky enough that they didn’t lose much in the way of high-frequency detail, but the pre-rendered backgrounds were clearly designed at a higher quality. In 1999, Final Fantasy 8 ran at an eye-watering (for the wrong reasons) 320×240. While a simple resolution boost might not seem like much, it makes a world of difference when comparing the remaster to the original PS1 game. You get the option to select from FXAA and three different SMAA presets too, but the differences are subtle. On PC, you get a bit more flexibility, with support for arbitrary resolutions. ![]() There are no significant differences, so everything we talk about here applies equally to all platforms. #Steam final fantasy 8 proThis is what the game renders at PS4 Pro and Xbox One X. On console, you’re talking about a fixed 1080p resolution. The remaster enhancements make their way across to all platforms. Let’s take a look at how much has changed and how much has stayed the same since 1999. That is a lot of back-and-forth waffling but you can see that I have complicated feelings about this particular remaster. Would I recommend the remaster as the definitive way to play Final Fantasy VIII? No. There’s a substantial amount of work that’s gone into enhancing the artwork–particularly model quality. But I wouldn’t term it a simple cash-grab, either. What’s the point of rereleasing a 20 year-old Playstation 1 game on platforms that are three and a half generations ahead? Does the Final Fantasy VIII remaster live up to the high remaster bar that some games these days set? #Steam final fantasy 8 PcWith backwards compatibility on most consoles, PC being backwards compatible almost by definition, why do we even need remasters? That’s not the primary question we’re addressing in this feature, but it’s useful to keep it in mind anyways. Is it a new game? Is it just a service to make it more convenient to play certain titles on modern platforms? Is it a way to experience old magic anew? How much has to change for that to happen? Remasters have always been something of a fraught proposition. We’re looking at Square Enix’s Final Fantasy VIII remaster today.
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