Manhunt Remixed Release Trailer - RTX Remix mod available now

without having played it... I must wonder how well they balanced realistic lighting vs game mechanics.
because Manhunt had very much an on/off kinda mechanic when it comes to hiding in the dark. which means it's extremely important to know exactly where the "shadow" starts and ends... this seems to me would clash A LOT with lighting that's based on raytracing unless every single light is hand placed to precisely mimic the shadow regions of the original level design, and unless it's visually clear enough where the edge of these regions are
 
Last edited:
This....

Looks like trash, it's like bare minimum, all the materials even have the same reflective properties and the textures are basic quick upscale, I also doubt it includes the fixes from mods that actually allow this game to be played on Steam and not be a broken pile of trash with faulty Anti-Piracy checks.
 
It just looks so odd haha, very cool tech, but the basic assets and simple animations really clash hard with the new lighting.
Yep, i know many rtx nutjobs would love to have rtx on the fucking gameboy version of tetris, but i found it stupid tbh :lollipop_grinning_sweat:

Usually the rtx demo that show bigger differences also change the assets, not just the lights.
 
Last edited:
This....

Looks like trash, it's like bare minimum, all the materials even have the same reflective properties and the textures are basic quick upscale, I also doubt it includes the fixes from mods that actually allow this game to be played on Steam and not be a broken pile of trash with faulty Anti-Piracy checks.

This itself is a mod, though.
 
I saw this the other day but didn't bother posting as I couldn't see a difference. Maybe with a side by side I'll be wowed.
 
I do enjoy these videos for old games with RTX mods. Some look amazing and some are kind of meh, like this one. It really depends on how timeless is the art direction.
 
without having played it... I must wonder how well they balanced realistic lighting vs game mechanics.
because Manhunt had very much an on/off kinda mechanic when it comes to hiding in the dark. which means it's extremely important to know exactly where the "shadow" starts and ends... this seems to me would clash A LOT with lighting that's based on raytracing unless every single light is hand placed to precisely mimic the shadow regions of the original level design, and unless it's visually clear enough where the edge of these regions are

So, good point.

You can still do all of that with RT, with lights programmed for hard edges with little diffusion, surfaces which don't have much reflection, you can even artificially flag the light so it has very little spill, stuff like that. And then the underlying game still works on the same understanding of what is and isn't dark (assuming the game mechanics are primarily based on the game knowing pre-set locations and conditions of bright spots, rather than actually taking a lightmeter sensing of the limited PS2-era lighting technology and guessing, "Is this lit?",) so the mechanics should work somewhat independently of the control.

However, all of that would need to be handled very carefully. As you say, the player only knows what they see in Manhunt, and now this game is using a method to show a lot more light (and shadow) than the gameplay was originally designed for. It was baked before to have succeed/fail states be very definite, and now the graphic layer on top can easily blur (or over-sharpen) the definition.

Good luck to this modder. This is one of those where at first blush RTX would seem perfect, "Ah man, it's this game all about light and shadow and supersick shit taking place in grim trashiness, and now all that grime and darkness can just be cranked up...", but when you think about how it actually plays, Manhunt is a wrong-case scenario in anything but sure hands.
 
Top Bottom