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

#136 User is offline roxahris 

Posted 18 May 2012 - 06:43 AM

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View PostBlazeHedgehog, on 18 May 2012 - 04:45 AM, said:

I prefer solid gameplay over graphical beautification, personally :v:
Don't be silly. Unleashed was designed around Sonic having a "realistic" shadow. Not only is this sort of shadow of practically no extra value, but it looks weird, too.

Besides, if you want solid gameplay you could do far better than the Sonic series. Ha, ha.

I'm guessing there's no way to make the colour grading in-game look more like Unleashed?




#137 User is offline Twilightzoney 

Posted 18 May 2012 - 11:57 AM

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View Postroxahris, on 18 May 2012 - 06:43 AM, said:

View PostBlazeHedgehog, on 18 May 2012 - 04:45 AM, said:

I prefer solid gameplay over graphical beautification, personally :v:
Don't be silly. Unleashed was designed around Sonic having a "realistic" shadow. Not only is this sort of shadow of practically no extra value, but it looks weird, too.

Besides, if you want solid gameplay you could do far better than the Sonic series. Ha, ha.

I'm guessing there's no way to make the colour grading in-game look more like Unleashed?


The HDR is handled differently than Unleashed did it. You could get it to look exact. But we'd need to also figure out to decompile the xpu shaders and make them wpu shaders or whatever it is for PC Version. Since the Sonic Shader from Unleashed is different than Generations. Which Unleashed had Luminosity and Fresnel control or something to that extent while, Generations had different settings. Which is why Sonic is so dang shiny and bright. It makes it unsettling to see, when he should have a softer tone to fit in with stages.

But it is all doable, we just need someone who can help with those shaders. That could possibly fix the shadow issue as well. Or either that, or its handled via xml but they made the default value be vertical. And just took it out to edit it. But if you found the values for what it is, it would work to change it.

#138 User is offline Chris Highwind 

Posted 18 May 2012 - 12:06 PM

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Getting away from shadows and shaders, I noticed a little quirky thing recently: I went to go play Chemical Plant with the mod running, and the title card shows up as Dragon Road XD (I still get Chemical Plant, though)

Nothing too big, just a little nitpicky thing.

#139 User is offline Chimera 

Posted 18 May 2012 - 04:41 PM

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View PostChris Highwind, on 18 May 2012 - 12:06 PM, said:

Getting away from shadows and shaders, I noticed a little quirky thing recently: I went to go play Chemical Plant with the mod running, and the title card shows up as Dragon Road XD (I still get Chemical Plant, though)

Nothing too big, just a little nitpicky thing.


My fault :P


back to shadows and shaders, unfortunately the "useverticalshadow" param or whatever has been either disabled or depreciated (or maybe even repurposed). I tried leaving lambert shadows on for a stage and only set "isverticalshadow" or whatever to false, but there was literally no change. Object shadows were still being cast from overhead and not in the direction of the sunlight.

I'm starting to think it'd be really optimal if people found out how to decompile and recompile the Generations shader files. They're simply compiled HLSL code, but the problem is I don't think we know what Is used to decompile the shaders, let alone compile them. I asked Gen to look at them a few months ago but he said he was busy and would do it later, and has not gotten back to me at all since :P so if anyone else feels like tackleing the shaders, in the files, it says the wpu files were compiled under "ps_3_0 (pixel shader 3.0 I guess) Microsoft ® HLSL Shader Compiler 9.29.952.3111" (so we know what the compiler is, but where is it? And where's the decompiler? :U)

#140 User is offline Lobotomy 

Posted 18 May 2012 - 07:09 PM

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View PostBlazeHedgehog, on 18 May 2012 - 04:45 AM, said:

I prefer solid gameplay over graphical beautification, personally :v:


That's not my department, unless you count the new hub Chimera and I are working on.
This post has been edited by Lobotomy: 18 May 2012 - 07:09 PM

#141 User is offline Knucklez 

Posted 19 May 2012 - 06:41 AM

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View PostBlazeHedgehog, on 18 May 2012 - 04:45 AM, said:

I prefer solid gameplay over graphical beautification, personally :v:

Naaa, it's about having both together. Ever wonder why a majority of highly acclaimed games are both solid in gameplay and have stunning graphics? It's what people want.. which makes me wonder what the hell Minecrafters are smoking.

#142 User is offline Josh 

Posted 20 May 2012 - 03:03 PM

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We have a winner!

#143 User is offline Motwera 

Posted 20 May 2012 - 04:32 PM

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For those who visited my YouTube channel know what I mean

So, I tested this mod that was released and noticed a difference in performance (Not slow like Seaside hill) that It performed better than most Generations stages on such small and weak computer (It has the Nvidia ION as its graphics card and Atom 330 as its CPU)
I don't have the time to post a screenshot or a video about it (Running real-time on the Computer)
So yeah, similar performance results like those who have the AMD HD 4200 and Intel HD 3000 (A little better)

#144 User is offline Hinchy 

Posted 20 May 2012 - 06:46 PM

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View PostKnucklez, on 19 May 2012 - 06:41 AM, said:

View PostBlazeHedgehog, on 18 May 2012 - 04:45 AM, said:

I prefer solid gameplay over graphical beautification, personally :v:

Naaa, it's about having both together. Ever wonder why a majority of highly acclaimed games are both solid in gameplay and have stunning graphics? It's what people want.. which makes me wonder what the hell Minecrafters are smoking.

...your quote about Minecraft basically undermines your entire argument.

Good gameplay comes first, no matter what, unless the artistic direction of a game is literally one of the key components of the experience.
This post has been edited by Hinchy: 20 May 2012 - 06:48 PM

#145 User is offline Covarr 

Posted 20 May 2012 - 07:09 PM

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Good and realistic are not necessarily the same thing. Minecraft renders a fucking ton of polys, and has a distinctive visual style.

Though good graphics almost always are a plus, it's rarely a dealbreaker unless the graphics are bad enough to impact the gameplay (Superman 64).

#146 User is offline Turbohog 

Posted 20 May 2012 - 07:20 PM

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As long as the art direction is fine and the graphics aren't complete derp, it's fine in my opinion. Also, minecraft isn't even fun, so who cares about the graphics? (This is coming from someone who played the game while it was aplha)

Also, I tested this on my laptop with an i7 processor and a 1 GB radeon graphics card. I don't feel like posting all the specs, but it ran about the same fps as all the other stages do on my laptop. Maybe even 1 or 2 faster.

#147 User is offline BlazeHedgehog 

Posted 21 May 2012 - 08:33 PM

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All I'm saying is that I'd like to know where I'm going to land more than I'd like the game to look "realistic".

Sonic GDK gets around this by having both; from far away you have the shadow that shows you where you're going to land, but once you're close enough, it switches to a realistic shadow.

#148 User is offline LesbianPonyArmageddon 

Posted 28 May 2012 - 01:58 AM

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http://puu.sh/xeZb

This probably makes me look like a complete idiot, but I can't run the .exe ;c;

#149 User is offline Dario FF 

Posted 28 May 2012 - 10:39 AM

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Might wanna report that on the CPKREDIR thread instead.

EDIT: On the topic of Directional shadows, the code for them is in another renderer leftover as well as the lightshafts. Korama was modifying the exe to enable the old renderer, I'm impressed they left over that stuff. It's too buggy on other stuff though, so I have no idea how feasible it is to bring those features back.
This post has been edited by Dario FF: 28 May 2012 - 10:41 AM

#150 User is offline Korama 

Posted 03 June 2012 - 10:55 AM

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View PostLesbianPonyArmageddon, on 28 May 2012 - 01:58 AM, said:

http://puu.sh/xeZb

This probably makes me look like a complete idiot, but I can't run the .exe ;c;

I sent you a PM.


View PostDario FF, on 28 May 2012 - 10:39 AM, said:

EDIT: On the topic of Directional shadows, the code for them is in another renderer leftover as well as the lightshafts. Korama was modifying the exe to enable the old renderer, I'm impressed they left over that stuff. It's too buggy on other stuff though, so I have no idea how feasible it is to bring those features back.

Yeah, I made a video of the game running with the old renderer here (light shafts in GHZ enabled). I could talk about it a bit more, but this is probably the wrong topic for it.

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