Now that they've reverted back to the old executable, am I gonna need a new hack to remove the filter?
EDIT: Anyone else having problems with the latest patch where the game won't even launch? Verifying the game cache didn't do anything, and it even tried to install GFWL.
It won't launch unless GFWL is installed. Xliveless doesn't seem to work either.
Then what was the point of porting it to Steamworks? It worked fine without GFWL before the latest patch.
Can y'all imagine if this was ported to PS4? 1080/60
UNF
It's kinda funny looking at Capcom's MT Framework games last generation, as textures, framerate, and AA would become worse with each game.
The only real let down is Sheva. Good god is she ever retarded. She unloads the majority of her shots straight into my back and ends up never hitting a single enemy. Then she runs straight at my gun barrel when I'm firing a grenade and kills both of us. This is one thing RE6 did right.... they managed to make the partner feel like a passive asset rather than a giant, game breaking burden.
It does. It's almost startling how much better it looks than RE6. Even though it's some 3 years older, these textures are light years ahead of the garbage in RE6:
Thanks for the tip about the hbao+ flag, it looks noticeably better than default. I did some google searching and found that 0x0000001A may be a little better overall. It looks nearly identical, but works on more distance objects.
The game itself is a lot of fun, too. In retrospect, people were too hard on it. Even the dumbest action segments, like the truck minigun chapter, do a faithful job of channeling a rail/light gun shooter. It's not as good as 4, but it's really solid.
The only real let down is Sheva. Good god is she ever retarded. She unloads the majority of her shots straight into my back and ends up never hitting a single enemy. Then she runs straight at my gun barrel when I'm firing a grenade and kills both of us. This is one thing RE6 did right.... they managed to make the partner feel like a passive asset rather than a giant, game breaking burden.
Can y'all imagine if this was ported to PS4? 1080/60
UNF
Latest patch includes a save/profile import tool, which necessitates logging in to GFWL. Stupidly there's no option to launch the game without the GFWL hook.
The reason RE6 suffered a graphical downgrade is because they switched to deferred lighting, which is more demanding, so some compromises had to be made.
Can y'all imagine if this was ported to PS4? 1080/60
UNF
Well that's dumb but I guess it's necessary for GFWL migration. I'm hoping that they'll eventually remove it for good though like Dark Souls did.
You also have to keep in mind that each game is bigger and bigger. I haven't played Lost Planet games, but with DMC4 and RE titles: DMC4 had small arena stages, with almost each room separated by a loading screen. Same with RE5, although here stages were bigger. The game also had more different types of enemies visible on screen. Then comes RE6 with even bigger stages and more variations of enemies (including enemies that could randomly mutate in real time). Not to mention the difference in amount of assets in general needed to put on disc - RE6 is basically RE5 x 3.
However, I would love RE6 with DMC4 or even RE5 high-res textures and IQ, though. RE6 can sometimes look so amateurish, with smeared low-res textures everywhere and rubbish AA. And I don't want to even talk about the car chase in Chris' scenario - PS2-level assets all around you. :/
Latest patch includes a save/profile import tool, which necessitates logging in to GFWL. Stupidly there's no option to launch the game without the GFWL hook.
RE4HD team should go and retexture RE6 after they're done. That game is so low res it hurts my eyes.
RE4HD team should go and retexture RE6 after they're done. That game is so low res it hurts my eyes.
Here's a comparison of the two HBAO+ flags I'm aware of:
Default AO
0x00000014
0x0000001A
1A looks about the same as 14 but it has a much more distant range. It also supposedly has less bleeding. It does kind of fuck up the 2D bushes in the background, but that's a small price to pay.
I don't know how performance compares, but this game is so easy to run at max settings it hardly matters.
I'd prefer they spend their time on a worthwhile game....![]()
Ahhhh... I knew it had to be something related to resolution. That's a real bummer since Flawless Widesceen used to run beautifully at 3840x1620. I'm not sure if there's plans to update Flawless Widescreen to suppport the Steamworks version of RE5 or if it's just a game breaking bug introduced in the latest patch.
I sure wish 21:9 would become more mainstream. I'm tired of always trying to hack my games to make them work in the ultra wide aspect ratios. When it does work though it's glorious.
UPDATE: I just finished playing for about an hour on a regular 16:9 monitor running downsampled at 3840x2160 and had NO crashes whatsoever so it's definitely a bug with non 16:9 aspect ratios. A damn shame. Hopefully someone figures out a fix/hack.
Can y'all imagine if this was ported to PS4? 1080/60
UNF
Fwiw, those crashes I would get were on the pre-Steamworks branch. It's an old bug that still exists, not one that was implemented with the patch it seems.
Or just play this on any enthusiast PC from the last 6 years or so.
Yeah. The game runs at 1080p60 on some old ass 7 years old computer. Anything recent would run it in 4k at a bazillion fps.
Resident Evil 5 has it's own AO flag in inspector, which the game obviously uses by default. It does provide some weak AO; you can even use it to force AO in RE6 (that game had none to begin with).Isn't "default AO" basically no AO, since the game didn't come with AO built in?
Also the last one is the only one that I feel I can really see a recognizeable improvement in, but the improvement it provides is pretty good.
Resident Evil 5 has it's own AO flag in inspector, which the game obviously uses by default. It does provide some weak AO; you can even use it to force AO in RE6 (that game had none to begin with).
As far as the middle flag being weak, the shot I chose was deliberately long distance to show the difference in range between the two. In close up shots, where its effect is still actually applied, the middle flag actually can make a dramatic difference.
No, you are wrong actually. The flag RE5 has by default is only for DX10 (And only works correctly when HDR is at the default of RGBA8), and DX10 has been removed from this version.
I didn't know that. I had read that there were no visual differences between the DX9 and 10 versions of the game, but I guess that's not true.
I guess losing Svenn might have had an impact on Capcom's PC efforts.
When QLOC was responsible for PC releases (e.g. RE4HD, RE6), even though on release their ports were a little buggy, they provided a long-term support and patched their games. It's sad that the finally released PC version of RE5 GE is so buggy. :/
Those could have received one or two more patches too honestly. RE6 has an annoying bug where joining someone's invite will fail a third of the time, there's missing text for one of the regional matchmaking options, and it really could use a "turn off voice chat" feature (if you've got a microphone, voice chat is always transmitted, you can't turn it off ingame). And RE4 still has some 60fps bugs, and a rendering bug which slightly blurs the entire image. And I'll forever be bitter that out of all things, the one thing they decided to give up on was the bolt action rifle reload animation.
I guess Capcom has stopped caring.
My understanding is that this is because originally, the game rendered in 4:3 with 16:9 letterboxing. I believe what they do is render it at 4:3 and then zoom/crop such that only the 16:9 viewing area is visible. I haven't tested this personally, but I believe if you were to render the game at a 4:3 resolution, then set it to display on your screen cropped you would likely get a perfectly clear rendering. Example, Instead of rendering at 1920x1080, render at 1920x1440 and set your GPU scaling to "no scaling." I think because of this, it isn't a bug so much as rendering as intended. Just sort of lazy I guess. You'd hope they could figure out a better way to do it.
1280x720 no AA: http://abload.de/img/bio42015-07-1619-39-2eyp7j.png
1280x960 no AA: http://abload.de/img/bio42015-07-1619-39-1zzonj.png
Both look the same, including the blur. I don't know what the cause is, but it feels a bit sloppy.