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prudislav
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Posted: Fri, 3rd Nov 2017 07:17 Post subject: |
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http://nisamerica.com/blog/ys-viii-lacrimosa-dana-localization-update
| Quote: | Hello everyone,
My name is Alan Costa and I’m a Senior Associate Producer here at NIS America.
I'm heading up the Ys VIII: Lacrimosa of DANA revision project directly under our president, Mr. Takuro Yamashita.
I’ve started this blog series to keep you all apprised of our progress for the revision and plan to make this a weekly update.
So, what exactly are we doing with this revision? Well, as NISA President Mr. Yamashita mentioned in his message, we are addressing the localization of Ys VIII from the ground up including the below:
- Reviewing and revising the translation with a new translator
- A complete re-edit of the script (voiced and unvoiced) as well as corrections to item names and descriptions with a new editor
- Voice re-recording
- Debugging the new build
We also intend to incorporate external feedback and I’ll be sharing more details on what exactly that entails in a later update.
This is going to come as no surprise to many of you, but after beginning this revision, we have realized that due to the scope of this undertaking, we will unfortunately not be able to release by the end of this month as we had originally intended.
I don't want to throw out a hard date then have to backtrack again, but, barring any unforeseen issues, we are currentlylooking to get this out early next year.
On that note, as we want this version to be the definitive release of the title, we will be holding the PC version back to coincide this this release as well.
While this does constitute a further delay of the PC version, please rest assured that this time will be used to further optimize the game.
Thank you so much for reading and please look forward to another update next week! If you have any feedback, please do not hesitate to head on over to the Steam discussion page.
Best Regards,
Alan |
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Posted: Fri, 3rd Nov 2017 07:59 Post subject: |
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Posted: Fri, 3rd Nov 2017 10:19 Post subject: |
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| Stormwolf wrote: | https://www.gamer.no/artikler/anmeldelse-ys-viii-lacrimosa-of-dana/408255
If whats said in this review is correct then it's only a good thing. |
Yeah definitely from what i saw from the console release they should be ashamed the localization is a total mess.
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Posted: Wed, 10th Jan 2018 20:06 Post subject: |
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JBeckman
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Posted: Sat, 20th Jan 2018 02:43 Post subject: |
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PC version delayed again.
http://steamcommunity.com/games/579180/announcements/detail/1647623139647481008
| Quote: | To all of you who have been anxiously awaiting the PC release of Ys VIII: Lacrimosa of DANA, we have a very regrettable announcement: we are once again pushing the release to an as-of-yet indeterminate date. We sincerely apologize for this delay, and we would like to explain in detail the reason why we are proceeding with the delay. This decision was not made lightly, and we understand that many of you will be upset about this news. For that, and most importantly, for the delay, we are very sorry.
Please note, however, that this announcement does not affect the relocalization update patch planned for January 30th for the PlayStation®4 and PlayStation Vita versions of the game.
Low framerate issues and memory leak problems were apparent from the earliest PC builds we received. To help combat these, we looked into the drawing processes, which lead to an overall improvement in performance. However, we are still encountering framerate drops in specific circumstances. The systems regulating these framerate issues are heavily reliant on the architecture of the original PlayStation 4 version and, as such, are not existent in PC architecture. The memory leak issues are somewhat less complicated and expected to be resolved this weekend. But in order to solve these issues, we have determined that we must modify the core level of data in the game.
As the PC version of the game was originally envisioned as a port, we avoided touching the core programming as much as possible and focused on PC performance optimization. However, in light of the feedback of those who have participated in the second beta test, we have concluded that we cannot avoid modifying the core programming.
Once the changes from the relocalization efforts have been implemented at the end of this month, we will be moving development to an entirely different developer who will primarily focus on frame rate improvements as well as other PC optimizations. Once that process begins, we will monitor the progress and determine the release schedule. We will also be sure to give regular updates to our progress.
Again, we truly regret that we underestimated the severity of the issues that have surfaced (and how long it would take to resolve them), and for that, NIS America sincerely apologizes to all of you for this unexpected delay. We are fully aware of how much our fans have been anticipating this release, and will do our very best to launch the game the way it is meant to be launched: without any issues, game-breaking bugs, or errors.
If you have made a pre-purchase on Steam and would like a refund due to this delay, please use the link provided below:
http://b it.ly/YsVIIIPC_refundprocess (remove the space on the hyperlink).
For any purchases or pre-orders made outside of the Steam channel, please contact the corresponding refund support for that channel.
Thank you very much for your understanding, support, and patience through this time.
-VP and COO, Mitsuharu Hiraoka |
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Posted: Sat, 20th Jan 2018 03:51 Post subject: |
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Atleast they're mentioning believable reasons. Hope they fix them fast
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prudislav
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Posted: Sat, 20th Jan 2018 07:51 Post subject: |
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better delay than trash port
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Posted: Sat, 20th Jan 2018 10:20 Post subject: |
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prudislav
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Posted: Tue, 6th Mar 2018 18:04 Post subject: |
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Posted: Tue, 6th Mar 2018 18:05 Post subject: |
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prudislav
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Posted: Tue, 20th Mar 2018 09:47 Post subject: |
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| Quote: | Hello all,
We hope that you have been doing well.
We have been hard at work on the optimization of the PC version of Ys VIII: Lacrimosa of DANA and would like to share with you our progress. We apologize for the long delay since our last communication.
To begin, as previously indicated in our last blog entry, we have started working with an outside developer, Rob Wyatt from Tin Giant. Rob Wyatt is an expert in GPU Hardware and 3D graphics and has worked at all levels of the graphics stack from applications to hardware design. He has worked on DirectX and the Windows kernel, and while at Microsoft was the system architect of the original Xbox. Rob contributed to the graphics architecture of the PlayStation 3 and more recently was the graphics architect at the highly secretive MagicLeap.
Outside of platform architecture, Rob has helped to optimize many games and game engines on various platforms. He was a founding member of the Sony ICE team and has worked with many AAA teams such as Naughty Dog and Insomniac. Outside of games, he has worked in VR and AR as well as offline rendering, image processing, movies and special effects. We are incredibly excited to be working on him and there has already been tremendous progress made with his work in regards to performance.
While optimization work is still ongoing, we are planning to launch the game in April, as our president Takuro Yamashita mentioned in a recent interview.
Please see below for some notes from Rob on technical issues.We will update you again soon with a release date and further information on technical details.
Thank you very much again for your patience during this process.
Mitsuharu Hiraoka
VP and COO
--------------------
Major changes:
Updated to DX11.1 (from DX10)
We have found great technical solutions to performance issues, resolving most of the troubles we previously had, but this necessitates the update to DX11.1.
Technical notes:
Removed texture samplers being created on the fly. Every material texture has its sampler state prebuilt and included in the material texture. This is passed all the way through the DX11.1 renderer. Textures that don't use materials but instead use the game render state system have the samplers cached for most states Please note: there are some states that will use the old code path and create samplers on the fly. For 99% of textures, this is not the case. This removed thousands of API calls from the draw threads.
Vertex shaders have been optimized so all constants are in a single buffer, other than ones which remain in their own buffer. This makes the shaders more efficient and also means there are fewer API calls to set the constant state as we now set one buffer instead of 5-10 per draw call.
Now that vertex shader constants are set in a single block, they can be allocated from a heap in constant buffer format and set all at once. There is a single buffer at the start of the frame and the 'UpdateSubResource' calls per draw call have been removed. This is what requires DX11.1. |
http://nisamerica.com/blog/nis-america-partnership-tin-giant-llc
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Posted: Tue, 10th Apr 2018 02:08 Post subject: |
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https://twitter.com/NISAmerica/status/983501135599120389
| Quote: | | Ys VIII: Lacrimosa of DANA for Steam and http://GOG.com will be available on April 16th, 2018! Get washed away into Adol Christin's next great adventure one week from today! |
Last edited by Vryder on Tue, 10th Apr 2018 08:15; edited 1 time in total
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prudislav
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Posted: Tue, 10th Apr 2018 07:33 Post subject: |
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prudislav
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Posted: Mon, 16th Apr 2018 19:12 Post subject: |
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prudislav
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Posted: Mon, 16th Apr 2018 19:33 Post subject: |
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seems rushed (which is fucked up after 7 months delay)
| Quote: | Well, a quick round-up from the current build:
- internal resolution is something 4k no matter your actual chosen resolution (considering that, once they fix this, it should perform really well)
- Vsync doesn't work
- Framedrops when you get heavily wounded (there's a brief red-ish vignette that seems to be the culprit?)
- Delay and framedrops whenever you initiate NPC dialog (it feels... choppy/awkward/bad)
- Fast forward during cutscenes is really choppy and drops into single digit fps (it's still fast-forward tho, so technically it 'works', it just looks... choppy)
- probably some other things
The game itself is fantastic.
There has been really good progress lately so I don't get why they had to put it out now. Another week or 2 and it would have still been April and most of that would have probably been fixed. Oh well. |
thx NISA
I guess better to wait few weeks
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Posted: Mon, 16th Apr 2018 19:40 Post subject: |
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Ys.VIII.Lacrimosa.of.Dana-CODEX
11311 MB
Enthoo Evolv ATX TG // Asus Prime x370 // Ryzen 1700 // Gainward GTX 1080 // 16GB DDR4-3200
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JBeckman
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Posted: Mon, 16th Apr 2018 21:39 Post subject: |
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Is the GOG version different somehow? Because i swear apart from the vsync not working which i just forced from the Driver the game works flawless for me, i hope it stays like that...
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prudislav
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Posted: Mon, 16th Apr 2018 22:30 Post subject: |
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i guess you are one of the lucky guys 
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Posted: Tue, 17th Apr 2018 03:46 Post subject: |
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https://steamcommunity.com/games/579180/announcements/detail/3228394392727675778
| Quote: | Hello everyone,
Today we launched Ys VIII: Lacrimosa of DANA for Steam and for GOG.com. Awareness of certain issues has arisen from both internal testing and from submissions from diligent players eager to dive into the game.
We appreciate your enthusiasm, and thank for your patience.
To begin, we have isolated one of the widest-reported bugs concerning crashes occurring on start and subsequent issues related to controller support. We have created a tutorial to temporarily solve the issue while we implement a permanent solution. You can find out more in our Troubleshooting Forum post here.
We are currently investigating all reports coming in to our Troubleshooting Forum, so please continue to report any and all issues you are encountering. We kindly request that you include additional relevant information such as the steps to reproduce and your system specs.
Known Issues as of 4/16/18:
-VSync is not working
-Audio Issues
-Slight flickering in light in Eroded Valley & Towering Coral Forest
-Full screen mode detection is currently not functioning well
-Irregular shadows
-Text errors
-Controller Issues (Detection, Joystick Input)
Roadmap/Order we plan on fixing:
-VSync issue to be fixed within 48 hours
-Controller Issues (Detection, Joystick Input)
-Fix flickering in Eroded Valley & Towering Coral Forest
-Fix irregular shadows
-Remaining issues noted above
With your help, we will address issues with the title, starting with critical fixes first such as client crashes, and proceeding from there. We would like to apologize for issues encountered, and reconfirm our commitment to fixing these issues in upcoming patches.
Thank you for your support,
-NISA Staff |
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prudislav
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Posted: Tue, 17th Apr 2018 07:46 Post subject: |
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| Bob Barnsen wrote: | Damn, this crap port is getting destroyed.  |
fucking NISA .... best Falcom title in years and they fuck it up to this degree
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JBeckman
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prudislav
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Posted: Tue, 17th Apr 2018 08:02 Post subject: |
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the 8-way movement is weird ... as i it wasnt working like that in one of the earlier betas :-/
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JBeckman
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Posted: Tue, 17th Apr 2018 08:09 Post subject: |
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Yeah I just read it was working properly even in the newer betas and then somehow the release version messes it up.
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prudislav
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Posted: Tue, 17th Apr 2018 08:19 Post subject: |
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also funny that "public" build on staemdb has lower ID than "check before release" one
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