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Resident Evil 4 HD Project - Progress Thread

Some more of Albert's progress on the castle. :)

More shots and a video walk-through available at the site: re4hd.com

214H.jpg

217d.jpg

214B.jpg

Note: When a shot says "Restoration" it means we've restored the texture using the same real life source location(s) as the original, or where we found the original stock texture used. "Re-creation" means we've had to remake it without those materials.
 

Golnei

Member
Every update is stunning, but I couldn't even tell if the door in the second image was made of wood in the original version. I can't imagine how you managed to find the source from such an impossibly vague texture...
 

peronmls

Member
Every update is stunning, but I couldn't even tell if the door in the second image was made of wood in the original version. I can't imagine how you managed to find the source from such an impossibly vague texture...

I was thinking the same exact thing about the wood looking door. I think he should get rid of those lines that make it look like wood planks because the original doesn't have those. The original door looks metal.
 
I was thinking the same exact thing about the wood looking door. I think he should get rid of those lines that make it look like wood planks because the original doesn't have those. The original door looks metal.

I think what he is doing is perfect, if it doesn't look like wood in the original, it's because it was a terrible texture, the fact he has recreated with exact original source means that it was supposed to be how it is now.
 
I was thinking the same exact thing about the wood looking door. I think he should get rid of those lines that make it look like wood planks because the original doesn't have those. The original door looks metal.
Thanks for the feedback! My personal perspective is that you do see the lines in the original texture that indicate that it's made of planks, although they are faint due to the low resolution of the texture. Notice how faint *all*the vertical lines are, even the ones that should be more noticeable. And of course, the original source for the texture is the real-life wooden door you see on the right.
 
Thanks for the feedback! My personal perspective is that you do see the lines in the original texture that indicate that it's made of planks, although they are faint due to the low resolution of the texture. Notice how faint *all*the vertical lines are, even the ones that should be more noticeable. And of course, the original source for the texture is the real-life wooden door you see on the right.
Keep the new door as it is. Personally, I find that the grimy / weathered look of the restored texture fits the RE4 aesthetic quite nicely.
 

Sesha

Member
Are people really that unsatisfied with the graphics for this game? It's a 10 year old game!!!

What? No. For the original game? Fuck no, it looked amazing and it still does compared to a lot of games from 04/05. The HD version however is just okay, but disappointing.
 

robgrab

Member
I look forward to the day when I'll be able to add post process effects like AO and DoF in addition to these new textures. The problem I have with replaying older games is they don't tend to age very well. My favorite game of all time is the original Deus Ex but trying to play it now is very hard because it looks and plays so primitive by today's gaming standards. The brilliant texture work being done here for RE4 will ensure this game holds up for years to come (despite the tank controls).
 

Alo81

Low Poly Gynecologist
I look forward to the day when I'll be able to add post process effects like AO and DoF in addition to these new textures. The problem I have with replaying older games is they don't tend to age very well. My favorite game of all time is the original Deus Ex but trying to play it now is very hard because it looks and plays so primitive by today's gaming standards. The brilliant texture work being done here for RE4 will ensure this game holds up for years to come (despite the tank controls).

Have you tried the game with Reshade or GeDoSaTo?
 

robgrab

Member
I'm using an older version of SweetFX for color correction and GeDoSaTo for downsampling but without proper depth buffer access ReShade can't force AO or DOF. I seem to remember someone forcing a rudimentary version of AO using GeDoSaTo but I don't know if they continued work on it because apparently it was buggy and slow. I also own the original PC release of RE4 that Boris created an ENB for and that contained DOF. Unfortunately he never updated it to work with RE4 HD. I'm confident with time Reshade, and more specifically Marty's Master Effects Reborn shaders, will solve the problem. Hopefully by then all the textures will be finished and then it'll be time for my 50th playthrough.
 

robgrab

Member
Found the original post by Boulotaur2024 where he forced AO through GeDoSaTo.

Some comparisons with AO on/off on RE4 HD :

http://screenshotcomparison.com/comparison/88712
http://screenshotcomparison.com/comparison/88710

The bad news is that I get a bad framerate when it's on not because of the AO itself but due to the way that I inject AO into the game : it's rather brutal actually so I guess the engine doesn't agree completely :/

As rough as it is you can immediately see the potential AO holds for adding dimension to a scene.
 
Yeah RE4 works with GeDoSaTo and you can inject AO. Here is another comparison I made back in october with HBAO on/off. I didn't posting it because I wasn't too sure AO was relevant in this game (I'm still not but at least it's achievable) :

http://screenshotcomparison.com/comparison/113656

GeDo config :
zBufCompatibilityFlag 7
pluginOverride GenericDepthPlugin
ssaoType HBAO
ssaoStrength 3
ssaoScale 2

Make sure to tweak the default settings in HBAO.fx : uncomment //#define SHOW_SSAO to show the AO map and tweak the nearZ/farZ settings - 1.0/100.0 should be fine. You can increase g_NumSteps/g_NumDir as long as your GPU agrees
 

robgrab

Member
Yeah RE4 works with GeDoSaTo and you can inject AO. Here is another comparison I made back in october with HBAO on/off. I didn't posting it because I wasn't too sure AO was relevant in this game (I'm still not but at least it's achievable) :

http://screenshotcomparison.com/comparison/113656

GeDo config :


Make sure to tweak the default settings in HBAO.fx : uncomment //#define SHOW_SSAO to show the AO map and tweak the nearZ/farZ settings - 1.0/100.0 should be fine. You can increase g_NumSteps/g_NumDir as long as your GPU agrees

WOW! I just tried this and it works GREAT (minus the typical issues related to HBAO and fog). There was no performance hit either, which is a major plus. I haven't really been using GeDoSaTo ever since NVIDIA released native downsampling in their drivers. I guess I haven't kept up on all the bells and whistles incorporated into GeDoSaTo. I'll try tweaking with it a little more and maybe I'll record some gameplay later and post it on YouTube.
 

robgrab

Member
I've posted two examples of before and after forcing HBAO through GeDoSaTo (make sure to click on the #2 tab to see the other example). I'm also using the SweetFX filters built into GeDoSaTo rather than injecting SweetFX separately. The slight color variation between the screenshots is attributed to my WIP color correction.

http://www.screenshotcomparison.com/comparison/113766

The HBAO adds a LOT of depth to the environment and characters. I started a new game and it worked perfectly up until I reached the castle. It started wiggin' out after that. Not sure what it is about the castle that's causing the problem. Now I just need some decent DoF and I'm set.
 
Does the Steam Version of RE4 improved the lighting? i remember the PS2 and original PC release by Ubisoft had an inferiror lighting model in comparison to the GC and Wii versions. The reason is ask is because this beautiful restoration project uses the Steam as base, so it would be kind of sad to be missing something as important as lighting.
 

Mechazawa

Member
Does the Steam Version of RE4 improved the lighting? i remember the PS2 and original PC release by Ubisoft had an inferiror lighting model in comparison to the GC and Wii versions. The reason is ask is because this beautiful restoration project uses the Steam as base, so it would be kind of sad to be missing something as important as lighting.

The lighting/shaders were apparently restored to their original GC/Wii state in a post-release patch.
 
Does the Steam Version of RE4 improved the lighting? i remember the PS2 and original PC release by Ubisoft had an inferiror lighting model in comparison to the GC and Wii versions. The reason is ask is because this beautiful restoration project uses the Steam as base, so it would be kind of sad to be missing something as important as lighting.

The Ultimate HD edition is a port of the GC/Wii version and all graphical effects except for the cutscene DOF are intact. That one effect is negligible though. UHD editon is clearly the definitive version of the game.
 

Teeth

Member
I can't tell what's more impressive, the ultra-faithful recreations or finding the sources for the restorations.

Amazing work as usual.
 
What impresses me most is they've taken horrible quality source material like this:

031004.jpg


and then managed to work out what it was meant to look like (because I wouldn't have a clue looking at the original) and done an amazingly detailed re-creation that suits the artwork.
 

Alo81

Low Poly Gynecologist
An update from me while Albert is on vacation. :)
031003.jpg

I don't wanna be too critical, because those as usual look really damn tight, but does anyone else think my quoted one sort of looks like carpet in the updated version, and concrete in the original?
 
I don't wanna be too critical, because those as usual look really damn tight, but does anyone else think my quoted one sort of looks like carpet in the updated version, and concrete in the original?
You're not too critical! And I went through a very small "internal conflict" with this texture. The original texture does in fact look like concrete or perhaps plaster based on some of the cracking / flaking. However, when Leon walks across it, it makes a carpet sound. :) So I went with what seems to be the intent, given the sound assigned to that area of the floor. :)
 

Alo81

Low Poly Gynecologist
You're not too critical! And I went through a very small "internal conflict" with this texture. The original texture does in fact look like concrete or perhaps plaster based on some of the cracking / flaking. However, when Leon walks across it, it makes a carpet sound. :) So I went with what seems to be the intent, given the sound assigned to that area of the floor. :)

Ahh okay, that makes a lot of sense then! That just makes it even more laughably crazy how much of an improvement the textures are. They made carpet look like concrete~
 

A-V-B

Member
I just realized... this is what it must've been like, watching Michelangelo do the Sistine Chapel. Watching it form across a blank ceiling, day by day.

Only slight exaggeration here.
 
I recognize a puddle when I see one and that's a puddle alright.

Also, how you guys can actually make out what the blurry, unrecognizable mess was supposed to represent in some of these shots just gives me the mad laughs.

Like this one:

031001.jpg


Is the new texture from an original location aswell? Makes me wonder why Capcom even bothered to take something as detailed as this mural and shrink it down to such a blurry soup.

At this point I just laugh maniacally everytime I see your re-created textures surpass the original ones by at least a factor of 10.
 
I recognize a puddle when I see one and that's a puddle alright.

Also, how you guys can actually make out what the blurry, unrecognizable mess was supposed to represent in some of these shots just gives me the mad laughs.

Like this one:

031001.jpg


Is the new texture from an original location aswell? Makes me wonder why Capcom even bothered to take something as detailed as this mural and shrink it down to such a blurry soup.
This one is a little interesting. The artwork in the middle, in between the two columns, is a re-creation based on what we could make out. The surrounding part is the original ornament, rephotographed at a much higher resolution. In the original ornament, the top middle section contained a little figurine set of the crucifixion, and the bottom middle section was a statue of what seems to be a scribe (you can see this in an earlier version that Albert shared a while back: http://www.re4hd.com/wp-content/gallery/0041-sewer-and-water-room/204A.jpg).

So, for the top portion, even in Capcom's edited version it seemed like the crucifix scene was retained, and that a woman looking up to the sky in a bit of despair or fear was added. And for the bottom it seems there's a similar woman looking up. Based on being able to figure that out, we found suitable artwork to work with and it all came together like you see above.

And that's about it! :)
 
This one is a little interesting. The artwork in the middle, in between the two columns, is a re-creation based on what we could make out. The surrounding part is the original ornament, rephotographed at a much higher resolution. In the original ornament, the top middle section contained a little figurine set of the crucifixion, and the bottom middle section was a statue of what seems to be a scribe (you can see this in an earlier version that Albert shared a while back: http://www.re4hd.com/wp-content/gallery/0041-sewer-and-water-room/204A.jpg).

So, for the top portion, even in Capcom's edited version it seemed like the crucifix scene was retained, and that a woman looking up to the sky in a bit of despair or fear was added. And for the bottom it seems there's a similar woman looking up. Based on being able to figure that out, we found suitable artwork to work with and it all came together like you see above.

And that's about it! :)

Interesting. The work you guys are doing is incredible. Just keep it up. Can't wait to see how much more crazy the improvements can get.
 
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