Resident Evil 4 Ultimate HD Edition PC

Awww fuck yeah.

To be honest, the X360 port was a little underwhelming, particularly the slowdown. I might wait on this one...but....dat preorder bonus, want want want.
 
I know you guys have already discussed this, just posting for posterity.
I'm reading through the first 500 posts I missed right now

I hope the size difference is due to uncompressed audio and massive textures, not prerendered video.

eeLOeWs.png
 
Please, if you have concrete information (such as screenshots) that pertains to the quality of the port that overrides what other posters have said already, please share it.

I don't have any info beyond what is visible in the Ultimate HD reveal trailer. If that trailer contains old footage from previous ports, that would be stupid from Capcom.
Looking at the faces of the village people the texel density is definitely still very low. Doesn't look like remade/remastered textures at 512/1K/2K to me.
 
I don't have any info beyond what is visible in the Ultimate HD reveal trailer. If that trailer contains old footage from previous ports, that would be stupid from Capcom.
Looking at the faces of the village people the texel density is definitely still very low. Doesn't look like remade/remastered textures at 512/1K/2K to me.

That's fine. You said PS2 though. By saying PS2 you are basically telling people "this is the same as the original PC release", which scares them.

But I understand this isn't what you meant.
 
I don't have any info beyond what is visible in the Ultimate HD reveal trailer. If that trailer contains old footage from previous ports, that would be stupid from Capcom.
Looking at the faces of the village people the texel density is definitely still very low. Doesn't look like remade/remastered textures at 512/1K/2K to me.

They're the same assets, it's no worse. They're not actually claiming anything's redone, but it's still a technically better version if only for the higher framerate cap.

I don't know what else is missing.. In the screenshots that's a DoF effect that seems to be missing. But as you can see it didn't look good anyway.

It's just in cutscenes, but it's a weird price to pay.

4781q7u2s.jpg


4782d8udl.jpg
 
That's fine. You said PS2 though. By saying PS2 you are basically telling people "this is the same as the original PC release", which scares them.

But I understand this isn't what you meant.

Ah I see, no I didn't want to put fuel in the fire of the "is this based on PS2 or Xbox port" debate.
 
I know you guys have already discussed this, just posting for posterity.
I'm reading through the first 500 posts I missed right now

I hope the size difference is due to uncompressed audio and massive textures, not prerendered video.

http://i.imgur.com/eeLOeWs.png[IMG][/QUOTE]

To add to the comparisons the original pc version that I've got installed takes up 4.62gb and I haven't got any mods installed at the mo apart from swapped out button prompts.

Love to know what that extra 11gb is for.
 
To add to the comparisons the original pc version that I've got installed takes up 4.62gb and I haven't got any mods installed at the mo apart from swapped out button prompts.

Love to know what that extra 11gb is for.

It's most likely for the data to include real-time cut-scenes
I hope to fuck that it has real-time cut-scenes!
 
I guess I shouldn't talk about it, but oh well:

-The reason the dynamic lighting, shadows and post-processing effects are very different from PS2/PS3/PC/etc... versions are because of the way they were coded in the first place.
Production Studio no4 assumed the game would be GameCube only, so they've used super specific features of the GC ATI graphics chip (called GX).
Things that are impossible to port right, unless you've written the code yourself or you're a GX expert. Which Capcom doesn't have anymore since the people who were on RE4 have moved on.

I'm talking about modified common graphics algorithms (casting a shadow is hardware-independent) BUT that directly access specific buffers on the GX to achieve a specific effect. AFAIK, the dynamic lighting, dynamic shadows and post-processing effects ( I remember the example was the HAZE POST-PROCESSING effect in the CASTLE HALL) are the ones that are affected.

Porting things over like gameplay mechanics, data structures, etc ... is straightforward, but this is not because it's tied to the hardware. It's not that they don't want to, it's that it's near impossible. They can only approximate it.
 
It looks like they just took the old PC port of the game, made a few modifications and replaced all the old textures with higher resolution ones.

Uh no. The textures look the same and this is actually a pretty significant upgrade to the other shitty version in a lot of other ways.
 
I guess I shouldn't talk about it, but oh well:

This is juicy.

I take back what I said about MT Framework if you're on the staff of this port, lol. Still, good info and I figured it had to have something to do with hardware specificity.
 
I've played the GC version over and over, but still haven't played Seperate Ways. I'm definitely down for another run in the main campaign at a higher res + framerate as well

Hopefully Capcom has a SteamOS version planned too. Fingers crossed.
 
I guess I shouldn't talk about it, but oh well:

-The reason the dynamic lighting, shadows and post-processing effects are very different from PS2/PS3/PC/etc... versions are because of the way they were coded in the first place.
Production Studio no4 assumed the game would be GameCube only, so they've used super specific features of the GC ATI graphics chip (called GX).
Things that are impossible to port right, unless you've written the code yourself or you're a GX expert. Which Capcom doesn't have anymore since the people who were on RE4 have moved on.

I'm talking about modified common graphics algorithms (casting a shadow is hardware-independent) BUT that directly access specific buffers on the GX to achieve a specific effect. AFAIK, the dynamic lighting, dynamic shadows and post-processing effects ( I remember the example was the HAZE POST-PROCESSING effect in the CASTLE HALL) are the ones that are affected.

Porting things over like gameplay mechanics, data structures, etc ... is straightforward, but this is not because it's tied to the hardware. It's not that they don't want to, it's that it's near impossible. They can only approximate it.

I imagined so and this isn't that uncommon, the nagging is due to some effects being missing instead of being approximated.
 
I only saw the 360 version slow down once, when U3 dissolved.

It stuttered on me during the first El Gigante fight. I kinda lost interest after that.

To this day, the only game that was so fucking awesome that I endured the slowdown is Final Fantasy Tactics.
 
I guess I shouldn't talk about it, but oh well:

-The reason the dynamic lighting, shadows and post-processing effects are very different from PS2/PS3/PC/etc... versions are because of the way they were coded in the first place.
Production Studio no4 assumed the game would be GameCube only, so they've used super specific features of the GC ATI graphics chip (called GX).
Things that are impossible to port right, unless you've written the code yourself or you're a GX expert. Which Capcom doesn't have anymore since the people who were on RE4 have moved on.

I'm talking about modified common graphics algorithms (casting a shadow is hardware-independent) BUT that directly access specific buffers on the GX to achieve a specific effect. AFAIK, the dynamic lighting, dynamic shadows and post-processing effects ( I remember the example was the HAZE POST-PROCESSING effect in the CASTLE HALL) are the ones that are affected.

Porting things over like gameplay mechanics, data structures, etc ... is straightforward, but this is not because it's tied to the hardware. It's not that they don't want to, it's that it's near impossible. They can only approximate it.

What is your background? Have you been involved in RE4 in the past?

If you were involved with the ports, we would love to hear more. The game has such an interesting history between versions, and we still don't have definitive information on the new Steam version.

I see no reason to buy this. I already own the game on the Wii & GC. Also I did play the terrible port for the PS3.

Well, that represents the whole market. Pack it in folks.
 
So if I have played this on the PC with all of the current user made HD mods, will I be seeing much of a difference?

Or put another way, as someone who has played through the games at least two dozen times in its various iterations, is it worth getting this immediately or would I be better served just waiting for a Steam sale?
 
As much as I love RE4, can't you just mod the original PC release to make it look amazing? Pretty sure I've seen some screens floating around of modded RE4 PC that looked breath taking. Or was the original PC port THAT TERRIBLE.
 
I know you guys have already discussed this, just posting for posterity.
I'm reading through the first 500 posts I missed right now

I hope the size difference is due to uncompressed audio and massive textures, not prerendered video.
Video takes up more space than realtime cutscenes.

Yep, that is why I mentioned that possibility.

As much as I love RE4, can't you just mod the original PC release to make it look amazing? Pretty sure I've seen some screens floating around of modded RE4 PC that looked breath taking. Or was the original PC port THAT TERRIBLE.

It is in the running for worst port of all time. Yep, that bad.
 
So they updated the clothing textures but didn't touch any of the environments? They look awful! If they weren't going to at least go to that effort what is the point in a rerelease (clearly people are excited, I was too until I saw the screens). £20 to be able to play the game is insulting, it should really be £10 or £15 at most.
 
Will this version also miss EMBM? Lack of slimey Salazar and Saddler were a major bummer in the PS3 version.

The huge deadzone on the Dualshock's right stick was annoying too. It was terrible compared to the deadzone of the C-stick on a GameCube controller when playing the Wii version -- the current ultimate edition! I suppose it might be possible to fix any deadzone issues with third party software on PC, though.
 
As much as I love RE4, can't you just mod the original PC release to make it look amazing? Pretty sure I've seen some screens floating around of modded RE4 PC that looked breath taking. Or was the original PC port THAT TERRIBLE.

You can't even buy the old version on Steam though (or ony digital PC store as far as I know). Also, we are getting Steam cloud support, achievements and trading cards, which are always nice.
 
Also $20? Haaaaaaaaaaaaaaaaaa hahahahaha yeah ok.



Huge mod scene for it, a LOT of garbage but some really good ones too

http://z6.invisionfree.com/Resident_Evil_4_PC/index.php?act=SC&c=365435

this will be a MUCH better base for future modding. I haven't seen any combination of mods for the original PC version that made it look better than the Wii version on dolphin. Oh sure, higher resolution textures, I've seen those, but they do more harm than good imho, at least the ones I've seen anyway.
 
This picture is strange. If this is a cutscene, then that would support the evidence for pre-rendered footage.

You can see the LOD texture for the people farther away is much lower quality. Something you would not notice on console versions, but becomes readily apparent on higher resolutions.

In the second picture, you can see that effect is not present in actual gameplay by looking at the faces further away.

Any dolphin or PS3/360 shots from this particular scene?


Also, spoiler alert for the store screenshots, I feel like they are giving away some of the latter bosses and enemies.
 
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