![]() On my laptop, I picked up from a save file I'd started on desktop (thankfully Atlus built in Steam Cloud support) and kept experiencing a crash within five minutes of playing. This happened three times in a row, but I was eventually able to successfully apply my changes and play the game with no issues afterwards. On my desktop, I found a recurring crash that triggered when I changed the game's resolution setting in fullscreen mode. On both desktop and laptop, I've experienced some odd and abrupt crashes to desktop with P4G. (Image credit: Atlus) There are a few issues, including crashing There's thankfully a fast-forward option for cutscenes, but I wish it didn't make a VHS tape-scrubbing noise the whole time. Disabling V-Sync, for some reason, seems to cause the limit mentioned above. Update: With V-Sync enabled, P4G can actually run up to 144 fps and above. It would've been nice to be able to lock the framerate to 144 fps on a high refresh monitor, but for a game that's mostly dialogue and turn-based combat, it's a minor quibble. On both desktops, the framerate stopped short of hitting the 130 fps mark, which seems like it might be a limitation of the game engine. On the GTX 980 desktop with the rendering resolution set to 200%, the framerate fluctuate quite a bit, from around 60 fps up to 125 fps, but I never noticed any stutter or issues from the changing FPS. I'd be fine playing through the whole game on my laptop with those occasional dips, since the VO kept playing unimpeded. It's bordering on visual novel territory-point being, while the graphics are there to add personality to a scene, the animation tends to be pretty simple and simply augment the dialogue. Outside of combat, Persona is a very dialogue heavy game. But even then the VO played just fine without slowdown. ![]() I only encountered one scene, with a large number of 3D characters on-screen at once, where the framerate dipped below 30 fps and was noticeably sluggish. ![]() Performance wasn't great, but mostly fluctuated between 30 and 40 fps, bouncing as high as 60 fps if there wasn't much going on on-screen. I played a couple hours of Persona 4 on the laptop, running at 1920x1080 and 100% resolution scaling. The integrated HD Graphics 520 weren't exactly powerful in 2015, and are basically decrepit now. Unsurprisingly, the game runs well on both desktops, but it's also playable on my laptop, running nearly five year old hardware. Laptop: i5-6200U, Intel HD Graphics 520, 8GB RAM.I tested Persona 4 Golden on three PCs with a range of hardware: I think even with serviceable mouse/keyboard controls, the game will still be most comfortably played with a controller. Q and E pan the camera, which works okay. Unfortunately it doesn't let you use the mouse to control the camera in-game (though you can click to recenter the camera behind you). Unlike some other PC ports of older console games, Persona 4 supports the mouse in menus, so it feels like a proper PC game, though with a bit of residual weirdness. It would be nice to see an in-game limiter with options like 30, 60, 144, etc., but still, it's wonderful to see a Japanese PC port of a decade-old game with an unlocked framerate. ![]() But that's because it's seemingly unlocked (a bit more detail on this in the performance section below). No fancy options here, and at first I was worried not to see framerate listed at all. Keyboard (not pictured: Customizable keybinds for each input.Audio language (not pictured): Choose between English and Japanese voices.I did notice some screen tearing on a low-end system with it disabled, but if you have a variable refresh rate monitor, you likely won't need V-Sync. Thanks to rendering scale, not much reason to choose a resolution other than native. Display: Resolution - Configurable in fullscreen or windowed.Display: Screen mode - Windowed, Fullscreen, Borderless.Graphics: Anti-aliasing - On or off only.Shadows have Low, Medium, High, while anisotropic filtering only has Low, High, and Off. Graphics: Anisotropic filtering and Shadow quality - Very basic options here.Graphics: Rendering scale - 25% increments all the way up to 200%, letting you run the game at lower than your display resolution, or supersample from a much higher res.
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