- Apr 18, 2012
- 76
- 16
it's getting rare to see any hg released in 640x480 resolution, but 真剣で私に恋しなさい!A-2 is one of the examples
I'm just curious about how much would they actually save in cost by releasing a game in low resolution, in terms of %? (I know it's not a big industry, so % probably serves a better indicator) and on what part of the costs can they actually save on? CG processing? engine licensing? or are there any other cost that might potentially be saved?
or is it a factor other than cost that made them release in 640x480 native? I don't suppose it'd be compatibility issue since I don't think much of any one still using 1024x768 resolution nowadays
I'm just curious about how much would they actually save in cost by releasing a game in low resolution, in terms of %? (I know it's not a big industry, so % probably serves a better indicator) and on what part of the costs can they actually save on? CG processing? engine licensing? or are there any other cost that might potentially be saved?
or is it a factor other than cost that made them release in 640x480 native? I don't suppose it'd be compatibility issue since I don't think much of any one still using 1024x768 resolution nowadays