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Steam News25 October 20241y ago

A Tour of the PC Features of Ys X: Nordics

Hi everyone, I've previously talked about the optimization of our port, as well as the coop feature in some detail.

Full notes

Full Ys X: Nordics update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes1 addition6 changes0 removals
  • Performance
  • Gameplay
  • UI and audio
  • Maps
changedI've previously talked about the optimization of our port , as well as the coop feature in some detail. In this final in-depth post about our version of Ys X, I want to provide an overview of some of the features of the PC version. I'll start with some highlights, and there is a more complete list for reference at the end of this post.
changedDraw DistanceThe rendering of decorative "clutter" geometry, such as the barrels, boxes and netting everywhere around the docks, or some trees in the background.
changedArbitrary Resolution and Aspect RatiosRather than talking specifically about "Ultrawide" or "21:9", when we work on aspect ratio issues, we aim to tackle the problem from the ground up. As I described in some previous posts on this subject , fully supporting arbitrary aspect ratios in a game not previously built for this is not trivial, but we've amassed a lot of internal knowledge and reusable tools for this purpose by now.
changedArbitrary Resolution and Aspect RatiosWe've touched almost all of the UI and lots of effects individually to make them work at non-16:9 aspect ratios, and of course we also support a completely arbitrary choice of rendering resolution. Above, you see a screenshot rendered natively at 3000x1000 in a 3:1 aspect ratio, and of course the minimap is positioned correctly.
changedHigh-quality Keyboard/Mouse Input SupportIn addition to supporting direct mouse camera input (without any intermediate processing or conversion), and pointer-based mouse input in menus, we have also made more fundamental changes to some input mechanics to better accommodate players playing with mouse and keyboard. The most prominent example is how skills are invoked: on controller, there are not enough unique inputs so one button needs to be held as a mode switch. On keyboard, this would be more awkward, and it's also not necessary since there is a sufficient number of keys available and in easy reach of the "WASD" hand position. So, as you can see in the comparison above, the default mouse/keyboard bindings allow for directly using skills with 1/2/3/4, while the controller inputs function identically to console versions of the game.
changedHigh-quality Keyboard/Mouse Input SupportAs always, all actions can be rebound, and feature a primary and secondary binding, and all button prompts reflect any rebinding done by the user. For the first time in our ports, there is now also the option to alternatingly show both the primary and secondary binding for an action, if both are configured.

Ys X: Nordics changes

changedI've previously talked about the optimization of our port , as well as the coop feature in some detail. In this final in-depth post about our version of Ys X, I want to provide an overview of some of the features of the PC version. I'll start with some highlights, and there is a more complete list for reference at the end of this post.
changedThe rendering of decorative "clutter" geometry, such as the barrels, boxes and netting everywhere around the docks, or some trees in the background.
changedRather than talking specifically about "Ultrawide" or "21:9", when we work on aspect ratio issues, we aim to tackle the problem from the ground up. As I described in some previous posts on this subject , fully supporting arbitrary aspect ratios in a game not previously built for this is not trivial, but we've amassed a lot of internal knowledge and reusable tools for this purpose by now.
changedWe've touched almost all of the UI and lots of effects individually to make them work at non-16:9 aspect ratios, and of course we also support a completely arbitrary choice of rendering resolution. Above, you see a screenshot rendered natively at 3000x1000 in a 3:1 aspect ratio, and of course the minimap is positioned correctly.
changedIn addition to supporting direct mouse camera input (without any intermediate processing or conversion), and pointer-based mouse input in menus, we have also made more fundamental changes to some input mechanics to better accommodate players playing with mouse and keyboard. The most prominent example is how skills are invoked: on controller, there are not enough unique inputs so one button needs to be held as a mode switch. On keyboard, this would be more awkward, and it's also not necessary since there is a sufficient number of keys available and in easy reach of the "WASD" hand position. So, as you can see in the comparison above, the default mouse/keyboard bindings allow for directly using skills with 1/2/3/4, while the controller inputs function identically to console versions of the game.

Hi everyone,

I've previously talked about the optimization of our port, as well as the coop feature in some detail. In this final in-depth post about our version of Ys X, I want to provide an overview of some of the features of the PC version. I'll start with some highlights, and there is a more complete list for reference at the end of this post.

Draw Distance

Draw distance is really important to me personally, as I am quite easily distracted by pop-in. In Ys X, we have three separate settings governing various aspects of draw distance, and in the image above you see a comparison between all of those at their default setting (left) and at the maximum (right).

Note how this significantly affects three aspects:

  • The visibility of characters -- such as the fisherman and his dog on the left, the lookout in the center, and Magni at the right.

  • The rendering of decorative "clutter" geometry, such as the barrels, boxes and netting everywhere around the docks, or some trees in the background.

  • The level of detail of larger parts of the level, such as houses. As a good example, look at the roof details.

Arbitrary Resolution and Aspect Ratios

Rather than talking specifically about "Ultrawide" or "21:9", when we work on aspect ratio issues, we aim to tackle the problem from the ground up. As I described in some previous posts on this subject, fully supporting arbitrary aspect ratios in a game not previously built for this is not trivial, but we've amassed a lot of internal knowledge and reusable tools for this purpose by now.

We've touched almost all of the UI and lots of effects individually to make them work at non-16:9 aspect ratios, and of course we also support a completely arbitrary choice of rendering resolution. Above, you see a screenshot rendered natively at 3000x1000 in a 3:1 aspect ratio, and of course the minimap is positioned correctly.

High-quality Keyboard/Mouse Input Support

In addition to supporting direct mouse camera input (without any intermediate processing or conversion), and pointer-based mouse input in menus, we have also made more fundamental changes to some input mechanics to better accommodate players playing with mouse and keyboard. The most prominent example is how skills are invoked: on controller, there are not enough unique inputs so one button needs to be held as a mode switch. On keyboard, this would be more awkward, and it's also not necessary since there is a sufficient number of keys available and in easy reach of the "WASD" hand position. So, as you can see in the comparison above, the default mouse/keyboard bindings allow for directly using skills with 1/2/3/4, while the controller inputs function identically to console versions of the game.

As always, all actions can be rebound, and feature a primary and secondary binding, and all button prompts reflect any rebinding done by the user. For the first time in our ports, there is now also the option to alternatingly show both the primary and secondary binding for an action, if both are configured.

Steam Timeline and Dynamic Cloud Sync

We fully support the new Steam timeline integration features for recording, meaning that the timeline changes to indicate the type of gameplay (in menus, seafaring, or standard exploration), and that various events are marked automatically. This includes things like fishing, map changes, finding treasure, or fighting bosses.

We also support dynamic cloud sync, which means that e.g. your Steam Deck saves are synced to the

Source

Steam News / 25 October 2024

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