Atelier Ports on PC

Downsampling when it’s not locking to 1920x1080 or ReShade and SMAA perhaps, Koie Tecmo GUST PC port fixes could have some useful resources too depending on what the game is doing.

https://drive.google.com/drive/folders/0B7VXEPnaNC1qLU4xVnoyRHhtVjg

There’s something with Koei and their PC port efforts, Nioh seemed like it would turn it around but even Atelier Ryza had problems so I’m curious how Ryza 2 and Nioh 2 when these hit PC will turn out and I suppose Omega Force and their “Warriors” games by extent.
(Though this is Gust’s A and B studio and Atelier game engine, Omega and their Dynasty Warriors engine and then whatever Nioh is on.)

Wrapping it through DXVK could be a thing too but maybe more so for Atelier Sophie and Knights of Azure 1 which were for whatever reason run through a 32-bit D3D9 compilation process whereas the rest were 64-bit D3D11 with various issues and problems unfortunately.

Anti aliasing wise at least if the game supports 3840x2160 there’s a potential to downsample up to this through AMD VSR which I think is now mostly fixed in the newer drivers or NVIDIA DSR.

Or ReShade with SMAA and FXAA but the later games while not visual power houses in terms of shaders and effects still see diminishing returns over what a simpler post-process AA solution can remedy.
(Specular/shiny surfaces and shader effects introduce additional more noticeable aliasing problems and then there’s shadows, textures, transparencies and other effects over just the more basic geometry aliasing too.)

Bit of a lengthy post, I like the games (mostly) but this is the toughest PC port publisher to deal with short of well those who outright skip or mostly avoid porting to PC at all like Atlus Japan used to do.