Resident Evil HD Remaster confirmed for PS3/PS4/360/XB1/PC

Day 1 all over this, just wish it was released sooner.

I guess the camera movement thing at 16:9 will be similar to FF7 on certain scenes where the camera would move ?
 
This is great and all but please Capcom, put an option to turn off the filter and another option to skip the opening door animation.

2LTWZ3a.jpg

Next to the computer, is that a Gamecube for the MO Disk, right? I thought they were going to remove or replace them, but reading this thread I think they can't...
 
This is totally unnecessary. REmake still looks incredible on GC. I wish they would do the REmake treatment for RE2, RECV, and RE3 instead. Those are the games that need to be updated.

Port vs fullscale remake, with one being significantly easier than the other.

Doubt Capcom has many people on this, if they are even the ones doing it.
 
I googled NNEDI3 and so far I found that its a scaling process for interlaced images. Im no expert on this stuff but what good would this do toward making images upres to 720p and above? And why would an interlace processes be used rather than Capcom just making the assest render progressively? I mean I can even force the GC version to 480p and the Wii version does it properly through the options.

It's not for interlaced material only.

It was developed for interlaced material because due to its nature (interlacing very broadly: the full size image is split to two half sized images) to get good a deinterlaced image you need to do some upscaling. So the people behind it had to make a good upscaler.

But the filter works for progressive material just fine. And it's one of the best.
 
For people criticizing Capcom's bad archival practices, I think that's pretty much the norm for Japanese developers. For the most part they don't archive source code or assets at all. I hear they had to re-do all the textures for the Kingdom Hearts HD remasters.
 
I swear if this sells like shit because of nitpickers and such I will hate the internet forever. This is Capcom listening to it's fans and if it's fans don't buy this, they'll never have reason to listen again =/.

Sorry, but dramatically altering (for the worse, in this case) the way something was intended to look is not nitpicking. This isn't a limitation of hardware either, the crushed blacks are a result of artificially and purposefully altering the original image in the most haphazard and amateur way possible. You don't just up the shadow level sliders and call it a day because "dark shadows are scarier". This is terrible judgement on their part.
 
People that hate the new style of RE really better buy this to give Capcom a message. Perhaps this will lead to better things. :D

So I'm supposed to buy a game I already own to send a message?

I don't think I'd buy the same game again even if the HD looked fantastic. I want a RE2 remake. I'd buy that. That's something we haven't had before.
 
Not being funny here but all of this is pure speculation. The resolution of the backdrop imagery possibly has nothing to do with the fps. A technical limitation of the animation rigging to clip to the wallpaper backgrounds might be the reason for 30fps but that in no way gives us reason to downplay the port and say Capcom are incompentant and has lost assets.

Reference to RE4 is pretty pointless too as the engine design requirements for both games will be vastly different since one is a fully realised 3D environment, while the other is a glorified 2D game with perspective trickery to appear 3D.

Not being funny here either but that's a very uneducated post.
"A technical limitation of the animation rigging to clip to the wallpaper backgrounds"
What does that even mean ?

I'll explain once and for all why this is a "port" not a remaster-
Here's how these backgrounds are made :

  1. An artist models an environment with higher resolution textures and triangle count that the target hardware can render in real-time. Basically going all out. Even using costly material shaders as the gamecube doesn't support them natively.
  2. Several viewpoints are chosen, depending on the locale, from which the scene will be rendered using a raytracer or whatever lighting model they chose . Lights are placed to illuminate the room.
  3. Triggers are also placed in that locale that when colliding with the player-scroll collision sphere will switch camera viewpoint in-game. This tell the game "When the player is here, switch to this viewpoint and fetch & paint this background part instead".
  4. A low-poly collision mesh gets also made by the artist that stands on top of the high-res data. It matches the high-res data but it's low-poly enough to be used as collision data in-game. That's why your character doesn't clip through the backgrounds. These have to be tagged by the artist and are exported in a different file entirely and loaded per "door loading sequence" (not on viewpoint change).
  5. The output of the rendering phase are image files in the game's native format. Which are compressed and small enough to fit in the gamecube's memory. Also small enough to be loaded on the fly when the viewpoint changes (you hear the gamecube "reading" when you the viewpoint switches, that's also why i takes forever). Note that scene animation may also be exported and played as "JPEG movies", which the originals are capped to NTSC format and limited to less than 10 seconds (3000 images) for memory reasons.
  6. This isn't the only thing that gets exported: depth information, based on the chosen viewpoint is also exported (see screenshot below)
  7. Without going into too much details and skipping some steps: the game loads this collection of data data per "room":
    The camera position RELATIVE TO THE COLLISION MESH and the collision mesh (not only that). Then the background, characters, and effects are rendered using the depth information (in that order).

    Because the collision mesh was made on top of the high-res data and your camera is relative to that collision mesh, rendering the player character using the collision mesh as world space ensures the illusion is achieved.."Pre-rendered backgrounds".

The proof of this is here : If you move the camera around , the relativity and the illusion is lost because everything is are relative to that viewpoint.
Notice that the depth *from that viewpoint* (in whatever format) is also exported and read by the game: the candles are drawn in front of Jill and the clock "clips" through the wall as if the wall was actual geometry.

IwCFdzU.jpg


Now if they had the files and working plugins, "rerendering" at a higher res would be as simple as this, but with a proprietary plugin instead:
DMczNbm.png



I'd show you a demo of this in action but .... reasons.
And that's the reason for the "lost the files/can't be bothered/incapable of doing it " talk.
 
I swear if this sells like shit because of nitpickers and such I will hate the internet forever. This is Capcom listening to it's fans and if it's fans don't buy this, they'll never have reason to listen again =/.

What? This is Capcom literally playing on nostalgia and hoping to vie for fans money. It's a "quick buck", nothing more. You want to know what fans have been asking for more than REmake? RE2make.
 
So has it been confirmed the original background renders only exist at 640x480 and they're using a scaling algorithm?

Holy shit that is going to look nasty at cropped 16:9 1080p. Ugh.

Edit: Never mind. Clearly scaled, though admittedly with what looks like a nice algorithm. It's really all they could do if the original background loops only exist in 480p. Well, I suppose the next step up would be, like, hiring Virtuos in China to manually paint over the worst of the upscaling artifacts.
 
Am I in the minority here, that I am just happy to be getting this for PS4? One of my favorite games of all time that I foolishly sold. I still have my Gamecube and was going to pick this up again for it, but this is better. I might still get it for gamecube again too. This is one game I would not feel ashamed for triple dipping.
 
I'd agree with the lost source files argument. You wouldn't need to apply sharpening filters if the original background files still existed because they would've initially been rendered in high-defintion anyway and downscaled for the resolution of the hardware. I can't admit to knowing 100% how Capcom did it in the first place, but I highly doubt they rendered out still images at 640x480.
 
Only true Resident Evil game I haven't beaten was REmake since I never owned a GameCube. Excited to definitely dive in! Here's hoping they have a nice limited edition for the West.
 
Those complaining, how would you have done it? What would be the other option for you guys to feel comfortable buying this at 30-35$?

High poly models, completely redone textures and environements consisting of actual geometry (not pre-rendered), a new lighting engine, and new features like photo mode and Mercenaries. And all that for the price of 20$ please or you can go fuck yourself Capcom.

Am I doing this right?
 
Three years ago, Gamasutra wrote an article titled "Where Games Go To Sleep: The Game Preservation Crisis". It was released in three parts (you can read them here, here and here. It is a great read and a recommend it to everyone.

Repost to re-share. This is really interesting in knowing what's happened to gaming materials and where preservation of this artform is and is not being concentrated.
 
High poly models, completely redone textures and environements consisting of actual geometry (not pre-rendered), and a new lighting engine. And all that for the price of 20$ please or you can go fuck yourself Capcom.

Am I doing this right?

No photo mode either? Fuck this substandard port, 20 dollars is outrageous.
 
I've been wanting this re-release since RE4 came to 360. I hope they remake RE2 like they did with RE1. I'd pay $50 for a collectors edition of both RE1 & RE2 remakes.
 
Those complaining, how would you have done it? What would be the other option for you guys to feel comfortable buying this at 30-35$?

Non-crushed blacks. Original shadow detail intact and not altered in any way.
Original Aspect Ratio with black bars if need be.
Original pre-rendered images re-rendered at a higher resolution as opposed to upscaling from 640x480 and applying a sharpening filter.
 
What? This is Capcom literally playing on nostalgia and hoping to vie for fans money. It's a "quick buck", nothing more. You want to know what fans have been asking for more than REmake? RE2make.

And this has a lower risk to them then going all out, when their last impression was that few consumers in the overall market cared for this style of Resident Evil
despite the obvious issues that were platforms and demographics for said platforms.
in comparison to what has been bringing them more and more revenue with each iteration.

Yes, it's easy money for them.

Yes, the way they are handling it is poor in cultivating a indicative consumer base.

However, it serves other purposes that could lead to REmake2/3.
 
Oh shit. You think Jill's grenade launcher glitch is still in?

I never beat the game without it.

I thought I heard someone say that it was 'fixed' in the Archives edition on Wii. Never played that version though since my Gamecube is still kicking.

Didn't need to be fixed. Very few would unlock it themselves, and it made for some fun additional playthroughs when I didn't want to play seriously. Viewed it more as a 'cheat code' than a glitch in that way.
 
Sorry, but dramatically altering (for the worse, in this case) the way something was intended to look is not nitpicking. This isn't a limitation of hardware either, the crushed blacks are a result of artificially and purposefully altering the original image in the most haphazard and amateur way possible. You don't just up the shadow level sliders and call it a day because "dark shadows are scarier". This is terrible judgement on their part.

Good god, you've seen four screenshots of an unlabeled version of an unreleased game, isn't it a little early to throw around phrases like "dramatically altering"?
 
Non-crushed blacks. Original shadow detail intact and not altered in any way.
Original Aspect Ratio with black bars if need be.
Original pre-rendered images re-rendered at a higher resolution as opposed to upscaling from 640x480 and applying a sharpening filter.

The crushed blacks are worrying. Dunno if they used it to better ''blend'' the characters with the backgrounds.

Original aspect ration is present, you can pick between 4:3 or auto-Widescreen mode.

Also, they don't have the original data so they can't re-render all of it. Which is sad. Also, I don't get your 'shadow' complaint? I don't see anything wrong with those in the screens.
 
listening to superbestfriendscast and theyre talking about the REmake rumors and how theyre saying that the backgrounds were made for HD, and that it shoulnt be hard to make look pretty.

boy are they gonna be in for a surprise!!!
 
Good god, you've seen four screenshots of an unlabeled version of an unreleased game, isn't it a little early to throw around phrases like "dramatically altering"?

Right now it looks worse, that's really all there is to it.
I have little faith in Capcom to fix it, either. They're Capcom. But I'll be pleasantly surprised if they do.
 
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