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Generations PC Unleashed Porting - Public Hardware Test #1 Short bits of Blue Hedgehog running through Greece at 60 FPS

#46 User is offline xcliber 

Posted 13 May 2012 - 03:53 PM

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View PostKorama, on 13 May 2012 - 03:48 PM, said:

View Postxcliber, on 13 May 2012 - 03:13 PM, said:

Contribution: Running flawlessly on a vanilla install. System is a Core i7 @ 2.66 and an nvidia GTX 570.
Amazing work!

-video-

Not quite so flawlessly. I was just considering to record an issue I found when I noticed it in your video.
Take a look at the water at about 0:18. It seems to "flicker", for the lack of a better word. Later in the level (0:38 in your video) it can be seen again too, until you get close enough to the final bridge/runway, then the water is suddenly fixed.
This error did not occur for me with the first release that didn't have all the grass instancing.

I have a Radeon HD 4850, btw. Since you have an Nvidia card, this issue is probably not driver related.


How in the heck did I miss that? Guess I was more focused on where I was going than what was around me. But that's why were posting videos.

edit: In watching it again, I also notice a camera glitch right before the pots where you can see through the ground.
This post has been edited by xcliber: 13 May 2012 - 03:55 PM

#47 User is offline Dario FF 

Posted 13 May 2012 - 03:58 PM

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So far I've seen two glitches that I can't explain with blending. Korama showed the red seam, but I did fix that here before. It's a matter of changing the material types.

But then falk posts another video and he gets blue blending in the pots part, which I also fixed.

:psyduck:

I guess their blending shader can be a bit buggy.

#48 User is offline Andrew75 

Posted 13 May 2012 - 04:02 PM

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I'm glad to see this come to light guys ! Good Job !

#49 User is offline Falk 

Posted 13 May 2012 - 04:04 PM

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Now with fixed instancing. Still a blazing 60fps with all the junk littered around. THE ONLY THING THAT FAZES MY COMPUTER IS... IS... CHEMICAL PLANT ZONE
*whimpers*

Also since Youtube really doesn't do it justice, temporary dropbox link which actually tbh also doesn't do it justice as I can't hit 60fps constant at 1080p frapsing (hence 30fps)

#50 User is offline TimmiT 

Posted 13 May 2012 - 04:08 PM

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Made a video with Classic Sonic:


Certain objects like rings, springs, launchers and spikes don't appear until Classic Sonic is within a certain distance of them, this doesn't happen when playing as Modern Sonic.

#51 User is offline BlazeHedgehog 

Posted 13 May 2012 - 04:12 PM

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Works fine... for the most part.

http://www.xfire.com/video/56fc78/

That video shows off a graphics bug with what I'm assuming is the water shader. If you move to a certain part of the level, it seems to animate impossibly fast. There's a couple spots where this happens.

Not having any camera control kind of makes this a bit difficult sometimes as well. Trying to backtrack is even harder now and the camera can get stuck in some real nasty, almost unplayable positions because you can't move it anywhere usable. Does the Sonic Unleashed control config file re-enable the right stick for camera control?

After running through Windmill Isle a few times, I decided to go play some other levels. Booted up Crisis City Act 2, made it about 5 seconds in to the level and Sonic Generations crashed.

Edit:

Manufacturer: Gigabyte Technology Co., Ltd.
Processor: Intel® Core™2 CPU E7600 @ 3.06GHz (2 CPUs)
Memory: 2048MB RAM
Video Card: ATI Radeon HD 5670
Sound Card: Realtek HD Audio output
Operating System: Windows XP Home Edition (5.1, Build 2600) Service Pack 3 (2600.xpsp_sp3_gdr.111025-1629)
Motherboard: Gigabyte GA-945GCM-S2C
This post has been edited by BlazeHedgehog: 13 May 2012 - 04:16 PM

#52 User is offline Falk 

Posted 13 May 2012 - 04:18 PM

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View PostTimmiT, on 13 May 2012 - 04:08 PM, said:

Certain objects like rings, springs, launchers and spikes don't appear until Classic Sonic is within a certain distance of them, this doesn't happen when playing as Modern Sonic.


That kinda makes sense considering Classic is generally hardwired to be a side-scroller. Wonder if it's editable.

#53 User is online Lanzer 

Posted 13 May 2012 - 04:22 PM

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View PostOverlord, on 13 May 2012 - 02:37 PM, said:

Also for the record, embedding a Youtube video is as simple as pasting in the link to the Youtube page.

http:// www .youtube.com / watch ? v=lwiJOChI70w

I've spaced it out so it doesn't actually convert it, but that is literally all you need to post, strip the rest of the unnecessary crap out.



Or, just to make it even simplier for you all:
Spoiler


Anyways, I knew this mod was going to be great and it is, really pro stuff, few bugs here and there but hell its not even finished so its expected. thanks for the demo Team Dario (Yes, I just made that up, your free to use it).

#54 User is offline sonicblur 

Posted 13 May 2012 - 04:24 PM

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Playing the level normally works perfectly fine for me. (ATI Radeon 5770 HD, 1920x1200 at full framerate)

However, the game seems to freeze if I try to backtrack/explore at the beginning of the level. This happened to me both times I tried. The first time I tried looking around in the grassy area at the start of the stage, the second time I started off a little ways, then turned around and tried to backtrack to the beginning. As the camera turned to face the start, the game froze. (The music kept playing, but everything was frozen so I had to End Task)

It looks wonderful.

#55 User is offline DustArma 

Posted 13 May 2012 - 04:28 PM

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There's a seam in the skybox though it's kind of hard to see due to the DoF blur.

Spoiler


And I'm not sure if this mapping problem is in Unleashed too or not.
Spoiler


#56 User is offline Dario FF 

Posted 13 May 2012 - 04:46 PM

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So Chimera just found out the lightfield is indeed not working, but only for breakable objects! Apparently it's a parameter left over in their files. Doing a mass replace to take it out makes the objects affected by lightfield, hence fixing that issue you guys reported with the pots, so thanks for that. Not sure whether to reupload yet again another pack for that or not though. Will probably wait a bit more for some extra fixes.

#57 User is offline Marcus101RR 

Posted 13 May 2012 - 05:43 PM

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The game runs well even without these mods, and so does it with these mods. Only thing I noticed this is the first stage sonic goes through to get to the city in unleashed if I do remember correctly, hence being it so excessively short. Also, the music track used in this is wrong. I believe that is the music when you are in the adventure field, rather than the actual stage for it? Can't say that I hate this project...I love it. I actually would love to play unleashed levels on the computer entertainment system...

This is probably a must watch Mod/Topic in my book. I'll do further testing as new releases come out, and focus more on gameplay, bugs, visual errors, and any errors in general that may appear as progress shows. Good luck, and love your project.

#58 User is offline Dario FF 

Posted 13 May 2012 - 05:54 PM

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View PostMarcus101RR, on 13 May 2012 - 05:43 PM, said:

Also, the music track used in this is wrong. I believe that is the music when you are in the adventure field, rather than the actual stage for it?

It's the correct song. It uses two separate songs for act 1 and act 2. It even had its own boosting version, but since I replaced the collection song I couldn't make that play.

#59 User is offline Falk 

Posted 13 May 2012 - 05:56 PM

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Comparing videos of Generations PC and Generations console side by side, and then comparing videos of this side by side with Unleashed console, and Unleashed vs Generations videos in general, I'd like to bring up another minor point of discussion:

1) The PC version of Generations is in general slightly darker with more well-defined dark shades. This is likely due to differences in the renderer, alongside with what I still believe to be framerate-based post-processing and shaders (Bloom in a -lot- of games are calculated/added/decayed based on framerate, for example, so a higher base framerate means things need to be adjusted, and maybe Devil's Details didn't get it as right as they could have to remain true to the console look)
2) The overall art direction in Generations is much more vibrant/whimsical than in Unleashed, as the former is a throwback to the bright pastels of Sonic's younger days, while the latter tries for some real-world looks. (Obviously Rooftop Run is a great reference for what I mean)
3) Apotos in this test release is darker, slightly less contrasty and in general... a lot less 'yellow' (for lack of a better descriptor) than Unleashed footage. Moreso than I believe the differences in 1) could account for.

Are you planning on tweaking shaders/post-processing to bring it a little closer to how it looks in the original, as well as to sit better with the overall saturation of colors in Generations, or is that outside the scope of the project?

View PostDario FF, on 13 May 2012 - 05:54 PM, said:

View PostMarcus101RR, on 13 May 2012 - 05:43 PM, said:

Also, the music track used in this is wrong. I believe that is the music when you are in the adventure field, rather than the actual stage for it?

It's the correct song. It uses two separate songs for act 1 and act 2. It even had its own boosting version, but since I replaced the collection song I couldn't make that play.

edit: Oh snap, you're absolutely right. Wrong music in my video, then :(

Actually, wait, I mean.. I was uh, testing out a music replacement mod. Yeah, that's it. Totally. :E
This post has been edited by Falk: 13 May 2012 - 06:04 PM

#60 User is offline Lobotomy 

Posted 13 May 2012 - 06:02 PM

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hey guise dis my raview of sanic unleshed pc it full of glitchs an gaev my copmuter a virus DON DOLNWOAD



Also I have provided a mirror.

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