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Virtua Fighter is a fighting game created for the Sega Model 1 arcade platform by AM2. Sega Saturn Magazine gave Virtua Fighter Remix 5 out of 5 stars, saying that it fixed the. In 1996, Computer Gaming World declared Virtua Fighter PC the 121st-best computer. Create a book Download as PDF Printable version.
Available for just £9.99 on PSN or 1200 Microsoft Points on Xbox Live, Virtua Fighter 5: Final Showdown represents something of a bargain. Not only do you get an incredibly deep and rewarding fighting game, it also represents a sizeable gameplay leap over and above its five-year-old predecessor.
The core gameplay mechanics have been reworked extensively. From a variety of moves and timing changes to revised animations and a weightier feel to the physics, the difference over Virtua Fighter 5 is considerable, while the existing cast of 18 fighters is joined by another two combatants - newcomer Jean Kujo and veteran Sumo powerhouse Taka-Arashi from Virtua Fighter 3. The rendering technology behind the game's appearance hasn't quite changed so dramatically though, despite the switch to more powerful arcade hardware. VF5 uses Sega's older Lindbergh hardware, while Final Showdown operates on the newer RingEdge board, featuring a faster Intel CPU/NVIDIA GPU combo and more RAM. Stages are slightly more detailed, with some improved texturing and additional light sources sprucing up various scenes, and the lighting model itself has been mildly expanded with a heavy increase in bloom and a few more reflective effects on some surfaces.
Contact flashes on the characters are more pronounced, and we also have more in the way of particles being kicked up as characters are struck or fall to the ground. The visual upgrades on offer in Final Showdown are relatively minor when compared to the extensive graphical enhancements seen between instalments in Namco's SoulCalibur series, and there's a real sense that this is still a game that has been visually designed around 2004 technology. However, the quality of the console conversion work has improved over what we saw with Virtua Fighter 5. The team at AM2 has created a visually pleasing game which is a near-identical match across both platforms; something which our head-to-head video and demonstrate. 'Final Showdown ditches the 1024x1024 framebuffer resolution used in previous versions of Virtua Fighter 5 in favour of a native 720p presentation on both formats.' [ Updated: resolution correction] Final Showdown ditches the 1024x1024 framebuffer resolution used in previous versions of Virtua Fighter 5 in favour of a native 720p presentation on both formats. Anti-aliasing is now also provided on both 360 and the PS3 via the inclusion of NVIDIA's FXAA (MSAA was used on the Xbox 360 version previously), although the implementation appears to be different on each console.
The improvement over the stock Virtua Fighter 5 game is subtle but visible all the same. We're given a mostly smooth presentation in which the use of FXAA effectively deals with most jaggies (bar on some sub-pixel surfaces) without any negative blurring of the artwork. While there isn't much to separate the two versions at all, we find that the FXAA implementation on the 360 actually catches more edges than on PS3, and does so more cleanly with fewer, subtler side effects. On the Sony platform, we find that the FXAA tends to very subtly blur the artwork on distant objects and on parts of the foliage, but the core texture detail remains basically unaffected on surfaces where the player is mostly likely to notice. Avicii songs.
In truth, it makes very little difference to what we are seeing in motion, and overall image quality is solid on both consoles, though the comparison video does demonstrate a greater degree of sub-pixel issues on PS3. Curiously, we see the appearance of temporal ghosting artifacts in both versions of the game, which manifests as a transparent double image in fast-moving scenes, although it is barely visible outside of the replays and pre/post-fight sequences. We're not really sure what is causing the effect. At first we thought that AM2 might be performing some kind of temporal supersampling as an extra form of anti-aliasing when the game is in motion, but given the additional jaggies on the PS3 that doesn't appear to be the case. Or perhaps the effect is simply being used as a cheap form of motion blur, which can easily be rendered within the narrow 16.67 milliseconds window per-frame required for delivering a locked 60FPS update. Quite why it is there at all is something of a mystery.