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Twilight Princess: Dusk - PC port released.

I've tried it and can confirm that you can enable HDR using Special K and it looks beautiful.

First, set the API to DX12 in the game settings. Then, download and extract SpecialK64.dll in the game directory, renaming it to dxgi.dll. In the game, open Special K with Ctrl+Shift+Backspace, click on HDR, then HDR Setup and enable scRGB. You'll then need to change the display mode for the change to take effect, just toggle full-screen on and off in the game settings.

Then adjust the settings to your liking in Special K's HDR menu. The settings that have worked best for me are Brightness Scale at 2.0x and Middle Gray at -5%.

 
"Console accuracy" made me laugh, ngl.

TP isn't exactly one of my favorite Zeldas, but at least part of it is because of its terrible QoL.
QoL improvements + bloom removal could make me appreciate it a bit more.
I think TP, WW and SS both suffered greatly from anti-QOL. SS in particular had insane choices, like re-forcing slow "New item" pop ups for rupee types every session. Strip a lot of the annoyances away and you're left with fun games.

I'm sure part of the reason people love OOT is that it doesn't get in its own way as much as the others, but even that benefits from some QOL features. MM even more so.
 
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"Console accuracy" made me laugh, ngl.

TP isn't exactly one of my favorite Zeldas, but at least part of it is because of its terrible QoL.
QoL improvements + bloom removal could make me appreciate it a bit more.
It has QoL features, many of which are turned on by default.

The "console accuracy" bit is about speedrunning tricks like L-Targeting the boomerang and superjumping to it.
 
I think TP, WW and SS both suffered greatly from anti-QOL. SS in particular had insane choices, like re-forcing slow "New item" pop ups for rupee types every session. Strip a lot of the annoyances away and you're left with fun games.
This is turned off by default in this port. You only have to view the message once.
 
I think TP, WW and SS both suffered greatly from anti-QOL. SS in particular had insane choices, like re-forcing slow "New item" pop ups for rupee types every session. Strip a lot of the annoyances away and you're left with fun games.

I'm sure part of the reason people love OOT is that it doesn't get in its own way as much as the others, but even that benefits from some QOL features. MM even more so.
The thing that I'll never understand is how Nintendo of all devs deliberately went out of their way to make those games so annoying.
All three have some egregious design choices that were completely unnecessary and that Nintendo surely knew better not to do. It's not a coincidence almost all of those were corrected in the remasters.
 
this just makes me want that switch two pack of Wind Waker and Twilight Princess even more hoping for 27 26 already has Ocarina of Time remake which I'm looking forward to but not as much as that 2pack
 
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A quick simple guide on how to add a texture pack.
TLDR: copy the GZ2 folder to %AppData%\TwilitRealm\Dusk\texture_replacements

Played it for a bit and it works great. 240fps @ 2560x1440 and 8x shadow resolution + 4k textures without a hitch.
Evanft mentioned turning on FXAA in Nvidia Control panel, added that and 16x anisotropic filtering too. Does it actually work? Dunno! But it looks fantastic.

Tried to play the game emulated twice before, but the 30fps was such a tough pill to swallow (it's a suppository!). No excuse now, except poorly aged controls and mechanics.
 
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MY7lidt.jpeg

my PC port with the 4k texture pack vs Dolphin Emu default settings. Imported my gamecube save and it works on Dusk.

RacfKOl.jpeg
 
You wouldn't happen to have a list of all the games that have been ports, recomps, decomps, and fan made that you've covered, would you? Somebody asked in this thread and honestly I'm interested too🙂

It looks legit, start from there.

Btw I tried it and saw some minor graphical glitches. It plays nicely, without any major input lag. This is it guys, they've done it.
 
You wouldn't happen to have a list of all the games that have been ports, recomps, decomps, and fan made that you've covered, would you? Somebody asked in this thread and honestly I'm interested too🙂

the Banjo Kazooie one is pretty good, even has a nice startup interface where you can install and enable/disable mods and stuff.
 
The thing that I'll never understand is how Nintendo of all devs deliberately went out of their way to make those games so annoying.
All three have some egregious design choices that were completely unnecessary and that Nintendo surely knew better not to do. It's not a coincidence almost all of those were corrected in the remasters.

I think Nintendo was really terrified of delivering a product for their "core audience" while being too obtuse for casual gamers to catch on and enjoy the game. So they made a "real game" that was completely bogged in an explanation for everything, while in the end, frankly was still too obtuse to play if you needed that level of hand-holding and explanations drilled in. "You need to be reminded this, but are smart enough to figure out this tricky Zelda puzzle". OK...

It's kind of the inverse of BOTW where they just kinda said "here are your 4 mechanics for the whole game, have fun". But in BOTW they didn't need to worry about you getting stuck, dropping the game and having a sour impression of Zelda because you're not smart enough. They didn't have confidence in their customers and fixed that by making a game where getting stuck can't happen.
 
I think Nintendo was really terrified of delivering a product for their "core audience" while being too obtuse for casual gamers to catch on and enjoy the game. So they made a "real game" that was completely bogged in an explanation for everything, while in the end, frankly was still too obtuse to play if you needed that level of hand-holding and explanations drilled in. "You need to be reminded this, but are smart enough to figure out this tricky Zelda puzzle". OK...

It's kind of the inverse of BOTW where they just kinda said "here are your 4 mechanics for the whole game, have fun". But in BOTW they didn't need to worry about you getting stuck, dropping the game and having a sour impression of Zelda because you're not smart enough. They didn't have confidence in their customers and fixed that by making a game where getting stuck can't happen.
Yeah, the handholding was one of those issues.
But I'm also talking about, for example, the unskippable grapple hook animations, the slow sailing, the map system, and the Triforce quest in TWW. All things that Miyamoto would have flailed his team for if they put something like that in OoT. Or the awful repetitiveness of the Twilight Realm collecting in TP. Generally speaking, you'd never associate Zelda with lengthy introductions before TP. Even OoT gives you much more freedom and openness after the (very brief) intro sequence, while TP's intro is neverending and never fun.

In comparison, Skyward Sword was a bit better imo, if not for Fi's unsolicited hints and the repeated explanations about items every time you quit the game and restarted it.
 


Theres another TP PC port in devolvement by another team and after watching this, I think i'm going to wait for Courage Reborn before playing a TP PC port.

TLDW, Dusk uses interpolation for its FPS witch doesn't actually decrease input latency. Where as the method Courage Reborn is doing will reduce latency but is more difficult to implement and will take longer to release.
 
Skyward Sword grew on me. Especially w/o the motion controls.
I actually liked the motion controls, found them enjoyable and different.

My main problem with Skyward Sword was separate: it's the slowness. All the dialogue that takes an eternity, the constant nagging and updates, and so on. Once I'm in a dungeon or exploring some part of the world, the flow feels great, but it's hard to even get through the story parts to reach the good content.

That's probably one reason why I loved the minimalist story of BOTW... I was so tired of Zelda trying to have dialogue and cutscenes, the series is better off pushing the story to be environmental and extremely minimalist, if you ask me. Someone should be assigned to aggressively cut nearly every line of unnecessarily dialogue late in development.
 
The emulation and decompile crowd remind me a lot of audiophiles.

They don't get hardware to listen to music. They listen to music to get hardware.
 
It appears there's actually a load-priority feature in Dusk, so you can mix and match texture packs if you want. You basically just use numbers in front of the folders, with 0 being the highest priority, 1 being next, etc. So right now I'm using the characters from TPHD because they look better, then almost everything else from Henriko, and finally I'm loading in the rest of TPHD to cover anything that Henriko doesn't have.

jhook7NgdgeSlvrg.jpg
 
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Theres another TP PC port in devolvement by another team and after watching this, I think i'm going to wait for Courage Reborn before playing a TP PC port.

TLDW, Dusk uses interpolation for its FPS witch doesn't actually decrease input latency. Where as the method Courage Reborn is doing will reduce latency but is more difficult to implement and will take longer to release.

It's very nice that both exist because more options can't be bad and each to their own, but personally I've not had an issue with the frame interpolation in OOT/MM and I don't see it being an issue in TP.

If anything the FI gives a feeling of it being how I remember but better to look at. Which is an odd thing to say when you want 180fps but not the feel, but for me it's primarily about motion resolution. At least in Zelda, anyway.
 
I actually liked the motion controls, found them enjoyable and different.

My main problem with Skyward Sword was separate: it's the slowness. All the dialogue that takes an eternity, the constant nagging and updates, and so on. Once I'm in a dungeon or exploring some part of the world, the flow feels great, but it's hard to even get through the story parts to reach the good content.

That's probably one reason why I loved the minimalist story of BOTW... I was so tired of Zelda trying to have dialogue and cutscenes, the series is better off pushing the story to be environmental and extremely minimalist, if you ask me. Someone should be assigned to aggressively cut nearly every line of unnecessarily dialogue late in development.
Skyward Sword's problem isn't the motion controls. They're essentially a non issue. It's the basic structure of the game, it's a complete mess. The world feels completely artificial and everything is a pain in the ass because there's never any satisfying pacing to the adventure, you're constantly interrupted at the macro and micro level (Fi's mindless drivel, the terrible flying sections, the constant mandatory fetch quests, loading times between the sky and the main areas etc). On top of that the gameplay scenarios with the notable exception of the desert are the weakest in the entire series. If the game was only desert level it'd be excellent but the other biomes are rubbish.

People give shit to Twilight Princess for its intro and tutorial and with good reason but once you're in the adventure it's much more fun because they stuck to the Ocarina template much more faithfully and the pre dungeon activities are way better.
 


Uncapped framerate, model and texture replacement. Lots of customization and QoL features.


I know this isn't going to be a popular view, but it makes the game art look so nasty where the sharpness and resolution just cause the image to look like the flat sum of the component parts - with sprites no longer looking like integrated fx, and the accentuated facetted edges on overly sharp textured models looking like they are in a modelling package rather than a game - like a sterile decomposition subverting the artistic compositing.

Basically this looks shit and soulless IMO even comparing to noisy Wii original played via low grade component/scart on Projector or CRT - even if it was one of my least liked real Nintendo Zelda games - the video looks like an abomination and makes me finally want to fire up the Wiiu HD version I bought.
 
I know this isn't going to be a popular view, but it makes the game art look so nasty where the sharpness and resolution just cause the image to look like the flat sum of the component parts - with sprites no longer looking like integrated fx, and the accentuated facetted edges on overly sharp textured models looking like they are in a modelling package rather than a game - like a sterile decomposition subverting the artistic compositing.

Basically this looks shit and soulless IMO even comparing to noisy Wii original played via low grade component/scart on Projector or CRT - even if it was one of my least liked real Nintendo Zelda games - the video looks like an abomination and makes me finally want to fire up the Wiiu HD version I bought.
Animated GIF


What? Higher resolution and framerate make it "soulless"? Sounds like you could just hook up your PC to a CRT monitor if you really want to preserve the presentation.
 
I know this isn't going to be a popular view, but it makes the game art look so nasty where the sharpness and resolution just cause the image to look like the flat sum of the component parts - with sprites no longer looking like integrated fx, and the accentuated facetted edges on overly sharp textured models looking like they are in a modelling package rather than a game - like a sterile decomposition subverting the artistic compositing.

Basically this looks shit and soulless IMO even comparing to noisy Wii original played via low grade component/scart on Projector or CRT - even if it was one of my least liked real Nintendo Zelda games - the video looks like an abomination and makes me finally want to fire up the Wiiu HD version I bought.
You can lower the resolution, add Reshade for a CRT shader. Or just hook your TV to a real CRT TV. Connect a Game Cube controller
It's a PC version, you have options, the world is your oyster.

In fact, the devs should add the popular CRT shaders IMO, like crt-royale, crt-geom-deluxe etc.
 
Animated GIF


What? Higher resolution and framerate make it "soulless"? Sounds like you could just hook up your PC to a CRT monitor if you really want to preserve the presentation.
The fidelity of everything in the original is targeting a composited look that all compliments one another within the limitation. Even the animation looks rubbish in the video because the extreme clarity and frame-rate shows how few animations are actually in the source game targeting low hardware. It is the equivalent of taking a film delivered at 24fps and watching it with frame-interpolation at 60fps IMO, but worse. At least the film has unbelievable fidelity per frame at 24fps, but this just accentuates the limits of the production quality of the time by everything splitting away from the composition....

Or rather in a more technical description removing all the noise from the sample and indirectly turning the observer's focus to the massive undersampling that the noise was previously masking.
 
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You can lower the resolution, add Reshade for a CRT shader. Or just hook your TV to a real CRT TV. Connect a Game Cube controller
It's a PC version, you have options, the world is your oyster.

In fact, the devs should add the popular CRT shaders IMO, like crt-royale, crt-geom-deluxe etc.
But if I'm going to do that, why wouldn't I play it on Cube, Wii or WiiU and get results that were composited correctly by the developer?

Each to their own but this is subverting the game's artistic expression IMO.
 
It appears there's actually a load-priority feature in Dusk, so you can mix and match texture packs if you want. You basically just use numbers in front of the folders, with 0 being the highest priority, 1 being next, etc. So right now I'm using the characters from TPHD because they look better, then almost everything else from Henriko, and finally I'm loading in the rest of TPHD to cover anything that Henriko doesn't have.

jhook7NgdgeSlvrg.jpg
I have the Heriko texture pack, but I can't find the others. Could you please tell me where to find them?
 
I have the Heriko texture pack, but I can't find the others. Could you please tell me where to find them?

TPHD looks so much better than the Heriko pack, but I guess it does have sone crashing issues to watch out for. Save often, maybe have two active files.
 
I know this isn't going to be a popular view, but it makes the game art look so nasty
This is why I never play old (emulated) games without a proper (CRT) shader. I always find these old games looking strange with the resolution bumped up to the skies because you see every flaw, every colour banding... even the text looks rough and sometimes UI elements as well.

Been playing Colin McRae 2.0 (PS1) on Duckstation lately with 4k resolution and a CRT filter and it looks absolutely stunning.

Twilight Princess needs that, too. Just bumping the resolution alone makes it clearer but not more beautiful in my opinion.
 
This is why I never play old (emulated) games without a proper (CRT) shader. I always find these old games looking strange with the resolution bumped up to the skies because you see every flaw, every colour banding... even the text looks rough and sometimes UI elements as well.

Been playing Colin McRae 2.0 (PS1) on Duckstation lately with 4k resolution and a CRT filter and it looks absolutely stunning.

Twilight Princess needs that, too. Just bumping the resolution alone makes it clearer but not more beautiful in my opinion.
Can you post a screenshot? I'm curious to see what that looks like. (the PS1 with the 4k and CRT filer)
 
Been playing Colin McRae 2.0 (PS1) on Duckstation lately with 4k resolution and a CRT filter and it looks absolutely stunning.

Not exactly directed at you (take no offense please). But this game has a "clean high res version" for PC.


(take a look at these gorgeous reflections in the Lancer segment)

It's not like games from that time had an "artistic vision" with dithering, non filtered texture, low res, low poly, and low res reflections.
99.9% of the cases are adaptations for a platform with technological limitations. Japanese studios included.

Fuck me, if Square had the technological means for FF7 in 97 to look like the modded high res version with recorded dialogues that we got on PC today, they would traded it for the original in no time.
 
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Gp1 Gp1 Ah yes, Back then I've played the PC version, but with such old games (not available for digital purchase) it's often easier for me to just emulate them these days.

I think in most cases it's just an aesthetical appeal and taste and not a inherently better looking image when we regard scanlines and CRT filters; there's also an emotional layer trough which we associate a certain time and era, and the look and "feel" of a game.

There are some border cases like Wave Race 64, though. The low resolution and tube TVs masked their (limited) wave rendering technology that creates waves and water only at certain distance relative to the camera. On high res versions you can see clearly beyond the waves and notice a blue "carpet" of a water texture behind the actual waves and water imitation, the illusion therefore somewhat destroyed.
 

TPHD looks so much better than the Heriko pack, but I guess it does have sone crashing issues to watch out for. Save often, maybe have two active files.
Any comparisons with Henriko? I'm debating switching since there are some textures here and there that haven't been updated that stick out like a sore thumb.

I'm surprised nobody has ported some of the Dolphin "enhanced" shaders to ReShade, too.
 
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