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LttP: Resident Evil 2

It's funny watching you guys dissect to atoms the best way to play this game. All this talk of different versions, filters, CRTs, etc.

Whatever you do to it, it's still going to look dated from a strictly IQ point of view.

I just accept it the way it is. Didn't even think about it while playing the PS1 Classic all blown up on my 47-inch HDTV.

I just look at the soft image quality as an atmosphere of sorts. The strong art direction — the colors, the cinematography, the grit — still shines through.
 
I got a Vita today (secondhand off ebay) and transferred some of the PS1 games I'd already bought for PS3 onto it.

From what I've played so far, RE2 looks particularly nice on the Vita screen. The backgrounds look better than ever to me on the smaller screen, and the colours just look extra vivid or something.

Something about this game just feels incredibly fun to play in the handheld format, I can't wait to play through it properly soon.
 
It's funny watching you guys dissect to atoms the best way to play this game. All this talk of different versions, filters, CRTs, etc.

Whatever you do to it, it's still going to look dated from a strictly IQ point of view.

I just accept it the way it is. Didn't even think about it while playing the PS1 Classic all blown up on my 47-inch HDTV.

I just look at the soft image quality as an atmosphere of sorts. The strong art direction — the colors, the cinematography, the grit — still shines through.

I own 3 different version of RE2.

Origianal CD realease on PSX, PSN version on my (dead) vita and dreamcast.
dreamcast version is wonderful on CRT and looks great via VGA
 
more intel

Windows 98
Based on the Dual Shock Ver with the following additions:
-Both 320x240 & 640x480 background resolutions
-Can run at 60fps
-Slightly improved graphics for in-engine models
-Hard difficulty unlockable under Original Mode
-Arrange Mode includes Easy, Normal and Hard difficulties
-Door animations are skipable
-Gallery mode (Character model/concept art/FMV viewer)
-Two discs

Dreamcast

Based on the Windows 98 version with the following additions:
-Runs at 640x480
-Runs at 30fps for 3D scenes with video interpolation (60fps for menus)
-VMU monitor for health and ammo
-At least two music tracks are missing and not replace, these rooms are now silent ("Left Alone" outside the RPD, "The Buildup of Suspense" in Marvin's office)
-Can be run in VGA mode
-Arrange mode difficulties retitled to Rookie, Expert and Nightmare
-Supports rumble
-Supports analogue or dpad
-Japanese release (Biohazard 2 Value Plus) has Hunk, Tofu and Extreme Battle unlocked by default
-Two discs

Gamecube
Based on the Dual Shock Ver with the following notes:
-Does not include any additions from the Windows 98, Dreamcast or N64 versions
-Background resolution is at 320x240 upscaled
-Slightly improved graphics for in-engine models
*In-engine cutscenes can be skipped
*Main Menu voice is different
-Analogue support
-Rumble support
*One minidisc

SourceNext PC Rerelease (JP Only)
Based on the Windows 98 Ver with the following notes:
*Updated to run on Windows XP
*Best quality CG FMVs running 640x480 and 30fps
-Hunk, Tofu and Extreme battle unlocked by default
*One DVD
-Japanese language only (Translation patch available)
 
more intel

Wow thanks, cool info.

I have the PC version of it. The interesting thing of RE2 PC I think is that it runs from the CD, I'm not actually sure there is a way to install it to the HDD.

But for RE1 and RE3 I'm pretty sure the installers install to HDD. I can check again though.
 
What version is this? It looks much better than PS1 version. Is it GC?

Yep, GC in Dolphin. The XBRZ is probably responsible for how clean it looks, since it generally makes diagonal lines clear and straight. I've tried the N64 version and it generally looks shittier even though it had a few enhancements. I've never seen the PC or DC version. I'd be interested in seeing what the game looks like at double the PS1 res.

It's funny watching you guys dissect to atoms the best way to play this game. All this talk of different versions, filters, CRTs, etc.

I think it speaks to how strong the visual design in the game was that people are still concerned about how to view it even in spite of its extremely dated graphics. To an extent you're right, it'll always look like a PS1 game, but it's nice to squeeze every drop of detail out of it that you can.


With any luck, this stuff will be irrelevant when REmake 2 arrives. I really hope they get it right, because I don't want another Majora's Mask 3D situation where I end up liking the original more than the remake. MM64 in an emulator with some enhancements generally holds up surprisingly well for an N64 game so it's not too painful playing the old version, not to mention the 3DS version isn't exactly up to modern standards anyway. But RE2 is really dated no matter what you do. The BRZ filter is a pretty pathetic weapon against this amount of age.

just did using ps3 and yup still looks better

Suit yourself. I personally prefer it since it's much easier on the eyes than an array of square pixels. I don't have to strain as much to tell what things are.
 
The only problem with the Dreamcast one is that it is WinCE based so it's pretty hard to emulate. It's probably super similar to the PC version being a PC version itself basically.

You even get a WinCE logo during the Dreamcast startup XD
 
Yep, GC in Dolphin. The XBRZ is probably responsible for how clean it looks, since it generally makes diagonal lines clear and straight. I've tried the N64 version and it generally looks shittier even though it had a few enhancements.

The N64 version was the first version of Resident Evil 2 that I've played and the only version of the game that I owned back in the day. It was a solid port, but in comparison to the other home ports (aside from the Game.Com version, heh) it probably is the weakest version of Resident Evil 2. The CG cut scenes were pretty badly compressed to fit it all into the game, and one cut scene was actually missing. The pre-rendered BG's were a bit of a mixed bag, some actually were close to the PS1 game in resolution, but a few were downsized in quality.

The game models in the N64 version are actually higher polygon, but the character textures took a hit in quality.

Here's a comparison between the PS1 and N64 models (taken from this thread) :

N64 left, PS1 right
6yRmlRr.png
s8aZIYB.png


Texture comparison (made by myself and was posted in a different thread):

niEGgRC.png


Model comparison (also made by me. These two images were taken from emulators running at high reolution)

Claire comparisons:

Textures:
GXPfPGf.png


Models:

Overall, the textures quality dropped quite a bit. On Leon, you can see how they had to reuse some textures on his pants to make it work, and even stretch low quality textures and let the filtering blur them. The logo on the back of Claire's jacket is much more legible on the PS1 game. Still not bad, considering the resolution sizes and cartridge space Angel Studios had to work with. Though the enemy models did get a pretty big downgrade as well with many textures being redrawn.

The audio compression wasn't too bad in the N64 game, and it did use Factor 5's 5.1 Dolby Pro Logic sound driver. And of course the N64 game does have slightly less loading.

Still impressive that they could fit two CD's worth of data onto one 64MB cart. But arguably still the worst port of the game, even though the port was still very good.
 
I see they also changed Leon's face for some reason.

I wonder how would N64 models look with PSX textures: the best from each world.
 
*few games later we are told that Umbrella was taken down because its stock prices crashed*

:(



Eww... it looks as if Claire suddenly found herself standing in the middle of a painting. :/

Yeah, XBR/Smearfilter doesn't look good most of the time. If you're going to play any of these pre HD games through emulation, the biggest enhancement is just using scanlines.
edit: I guess I don't really mean pre HD, but games with drawn/prerendered backgrounds mixed with polygons, or polygon games with low texture resolution that doesn't upscale nicely at all. Basically anything before PS2.
 

Why don't you use super-2xbr-3d or jinc2-sharper3d instead xbrz?

They're better filters for games like RE2. They're available on other emulators (Retroarch or ePSXe).

Here are some screenshots I just made using Retroarch's Mednafen with internal res at 2x and using Super-2xBR-3d multipass shaders (it filter only the background and bypass the 3D models):

retroarch-0309-1751081qss9.png


retroarch-0309-175334mcsrh.png


retroarch-0309-175614gmsvl.png


retroarch-0309-175846abs49.png


retroarch-0309-17571158s17.png


retroarch-0309-175809y0sdt.png


Other screenshots:

 
This topic has become one of the most detailed breakdowns of Resident Evil 2 I've seen.

And I was looking into the 'best' version of the game and various topics and breakdowns when I was looking for the version of RE2 to replay when the REmake of 2 was announced.
 
All of these screenshots you guys are posting look rougher than I recall the PS One Classic looking on my HDTV completely unaltered.

I guess all of this comparison stuff just flies over my head because I first played RE2 this year and so I don't remember it looking any particular way. Games from our childhood always look better in our memories than they do in person today. Since this game wasn't part of my childhood, I think it's easier for me to accept its current look at face value rather than trying to compensate for diminishing returns.

To me, the dated look is part of the appeal in its own weird way. It evokes a particular atmosphere reminiscent of other pre-rendered titles from the mid-to-late '90s, such as a long-time personal favorite of mine, Donkey Kong Country 2.

Soft IQ and primitive character models aside, the only real weakness in RE2's look, I think, is that some of the interior locations in the RPD are a bit bland. They still have have a strong color scheme, cinematic framing and sense of "grit," but there are long hallways devoid of windows or fixtures. I suspect this is something they will overhaul in the remake.

Case in point: The second-floor hallway in the west wing from which you access the STARS office. There's only one door along that wall — the door leading to the STARS office — with a second door at the end of the hall. I think one way to make that wall look more interesting, from the hallway, is to replace the length of it with a long window looking into the STARS office, like you'd see in many real-life Police Departments. Also maybe add flickering lights to create a more dynamic scene.
 
Cube has Type C controls.

If you've got a Steam controller, all versions have type C controls.

Why don't you use super-2xbr-3d or jinc2-sharper3d instead xbrz?

[/spoiler]

Ishikura Dolphin only supports BRZ and bicubic filtering. I own the GC game, so I play it there. The filters you posted look nice in that they avoid the waxy look better, but not to the point where I'd change emulators and setups.
 
Here are some screenshots I just made using Retroarch's Mednafen with internal res at 2x and using Super-2xBR-3d multipass shaders (it filter only the background and bypass the 3D models):

How are you rendering higher than native with Mednafen? Did they recently decide to say "fuck it" with purity and add this as a feature?
 
How are you rendering higher than native with Mednafen? Did they recently decide to say "fuck it" with purity and add this as a feature?

Retroarch developers recently added that option to Mednafen core. It now has options to increase internal res up to 8x (though only 2x can run fullspeed). And dithering can be disabled too.
 
Watching footage of the RE2 fan remake (now canceled with Capcom making the real thing), I'm curious why those fans made so many sections have the RE4-style over-the-shoulder view. I can understand remaking the environments in 3D, but you can still have fixed camera angles with 3D backdrops, and the thing is they -do- have fixed camera angles in a number of places, just not all of them.

I wonder why. Something to do with the free-style aiming? Another modification that seems unnecessary.

We know that Capcom was aware of this project. I hope they don't look at this project and think we want some bizarre RE4 hybrid with the RE2 remake. I hope they stick to the same gameplay and fixed camera angles.
 
No fixed camera will break the remake, I hope Capcom understands that.
I'm nearly positive RE2 will be an RE1-style remake, since it appears the success of REmake HD is what prompted Capcom to proceed with REmake 2.

The streets of Japan will look like Raccoon City if they take out fixed camera angles.
 
Note on RE3:

On my main file, I'm currently at the point where I'm controlling Carlos in the chapel. However, right now I'm revisiting an earlier save, before I escape on the trolley (this time I'm going to skip the Nemesis fight to save resources), and before I do that, I'm scouring the city for supplies. I heard there are green herbs on top of a fire escape, but I found the fire escape and it's raised. Apparently this happens after visiting the RPD. I wonder why?

But the return trip to the city hasn't been fruitless. I went all the way back to the start and found the man who hid in the truck, killed by zombies. In the truck was his journal, as well as Gunpowder A (x2) and Gunpowder B (x2). I also found another Gunpowder B elsewhere, a blue herb, a first aid kit, and yet another journal, this time on a fallen mercenary!

Along with saving my herbs/kits and magnum ammo by skipping the trolley fight, I'll have more supplies going into the chapel. I'll use the magnum ammo on the required Nemesis fight there.
 
Watching footage of the RE2 fan remake (now canceled with Capcom making the real thing), I'm curious why those fans made so many sections have the RE4-style over-the-shoulder view. I can understand remaking the environments in 3D, but you can still have fixed camera angles with 3D backdrops, and the thing is they -do- have fixed camera angles in a number of places, just not all of them.

I wonder why. Something to do with the free-style aiming? Another modification that seems unnecessary.

That's kind of similar to what Capcom was doing with the Hookman version of RE4. Fully 3D environment with a dynamic 3rd person camera (like DMC or DVX) but it would shift to over the shoulder view when aiming the gun.

Note on RE3:

On my main file, I'm currently at the point where I'm controlling Carlos in the chapel. However, right now I'm revisiting an earlier save, before I escape on the trolley (this time I'm going to skip the Nemesis fight to save resources), and before I do that, I'm scouring the city for supplies. I heard there are green herbs on top of a fire escape, but I found the fire escape and it's raised. Apparently this happens after visiting the RPD. I wonder why?

But the return trip to the city hasn't been fruitless. I went all the way back to the start and found the man who hid in the truck, killed by zombies. In the truck was his journal, as well as Gunpowder A (x2) and Gunpowder B (x2). I also found another Gunpowder B elsewhere, a blue herb, a first aid kit, and yet another journal, this time on a fallen mercenary!

Along with saving my herbs/kits and magnum ammo by skipping the trolley fight, I'll have more supplies going into the chapel. I'll use the magnum ammo on the required Nemesis fight there.

Did you already get the grenade launcher?
 
That's kind of similar to what Capcom was doing with the Hookman version of RE4. Fully 3D environment with a dynamic 3rd person camera (like DMC or DVX) but it would shift to over the shoulder view when aiming the gun.



Did you already get the grenade launcher?
Yeah, I've had the grenade launcher since the first visit to the RPD. I got the magnum at the substation. Reading up on it, apparently their locations can switch. In fact, a LOT of stuff can switch around.
 
Anyone know what Nemesis drops at the clocktower if you fry him with the cord instead of stunning him with the light and knocking him off the balcony? Also, I think I heard that if you fry him instead of blinding him, he'll chase you again inside the clocktower (prior to the courtyard fight)?
 
Anyone know what Nemesis drops at the clocktower if you fry him with the cord instead of stunning him with the light and knocking him off the balcony? Also, I think I heard that if you fry him instead of blinding him, he'll chase you again inside the clocktower (prior to the courtyard fight)?

He dropped Weapon Parts but it was the first time in the game that I had "defeated" him.

And, yeah, he still chases you inside but he is easily avoided so it isn't a big deal.
 
Anyone know what Nemesis drops at the clocktower if you fry him with the cord instead of stunning him with the light and knocking him off the balcony? Also, I think I heard that if you fry him instead of blinding him, he'll chase you again inside the clocktower (prior to the courtyard fight)?
Nemesis drops depend how many times you have beaten him. For example the first time you beat him he always drops Pistol parts and the earliest you can get them is when he kills Brad. But for example if you skip this fight and kill him inside the police station for he will drop that item there (or wherever you happen to beat him the first time).
 
Are you sure that's higher poly? They look the same in the body, can't really tell with the face.

The N64 one is triangulated, and the PSX one is displayed in quads and backface culling

Well, look at the statistics at the top of the image.

N64: Verts: 1,505 Faces: 1,031
PS1: Verts 1,004 Faces: 442

There's much more sub division going on in the N64 model and more verts overall. Yeah it is higher poly. But then again, you're right about the backface culling. But then again, I didn't export those models from each game and put them into blender. Someone else did that. Look at the link I supplied to see where the source comes from.

I have a feeling that the N64 model may have been divided into more faces for texturing purposes, since the model is using smaller textures.



Also,

That's some serious Dreamworks eyebrowing on Leon lewl

Heh yeah, it's pretty funny. But that's the PS1 for you, I think it's the vertices being out of alignment and causing some amusing texture warping.
 
Well, look at the statistics at the top of the image.

N64: Verts: 1,505 Faces: 1,031
PS1: Verts 1,004 Faces: 442

There's much more sub division going on in the N64 model and more verts overall. Yeah it is higher poly. But then again, you're right about the backface culling. But then again, I didn't export those models from each game and put them into blender. Someone else did that. Look at the link I supplied to see where the source comes from.

I have a feeling that the N64 model may have been divided into more faces for texturing purposes, since the model is using smaller textures.





Heh yeah, it's pretty funny. But that's the PS1 for you, I think it's the vertices being out of alignment and causing some amusing texture warping.

Oops didn't see the stats on top lol
 
Yeah, I've had the grenade launcher since the first visit to the RPD. I got the magnum at the substation. Reading up on it, apparently their locations can switch. In fact, a LOT of stuff can switch around.

Random fact, not only is the Magnum/Nade launcher switched, it changes depending on if you examine the locker before trying to leave the STARS office (which triggers the radio cutscene) or after.

For example if you save before heading into the Stars office, then check the locker before trying to leave, it may be the Magnum, reload the save, try to leave the office, then check the locker, it'll be the Nade Launcher.

So if you want to game the system a bit, save before going into the office and see which check gets you which weapon, and reload and do the other if it's not the one you want.


I used to have a list of every item variation, as well as cutscene variations, and how to trigger them all. Sadly it was on an old PC that crapped itself and I've never had the time do write it all out again. Plus I'd probably need double check some stuff by this point because I cannot remember it all by heart after so many years.
 
Oops didn't see the stats on top lol

Well you might not be wrong, here's the original source that those images came from: http://www.vandal.net/foro/mensaje/...21&usg=ALkJrhgOtQK4rllEJubINyX7dtFCil37LA#302

It's in Spanish, so it is hard to read (even with Google Translate). But that PS1 model in blender might be missing the rest of its 3D data. Because the PS1 has no Z-Buffering, the model may only have all the triangles and vertices from one side. Maybe blender is only counting what's visible in relation to the camera? I am not really sure.
 
Well you might not be wrong, here's the original source that those images came from: http://www.vandal.net/foro/mensaje/...21&usg=ALkJrhgOtQK4rllEJubINyX7dtFCil37LA#302

It's in Spanish, so it is hard to read (even with Google Translate). But that PS1 model in blender might be missing the rest of its 3D data. Because the PS1 has no Z-Buffering, the model may only have all the triangles and vertices from one side. Maybe blender is only counting what's visible in relation to the camera? I am not really sure.

Blender viewport stats show all verts/faces in visible object layers

If the models were ripped from the Z-Buffer like that...well I dunno that's sorta weird to me and not sure if it is accurate lol

Still looking at both and not seeing any differences besides the triangulation, unless they're in the face and hair which is really hard do decipher



Anyway, Resident Evil 2, the videogame from Capcom!! Love it, still need to play more Extreeme Battle mode one day!
 
I notice there are lots of wall-mounted fire hydrants in RE3. One is for a puzzle, but what about the others? Can you shoot them, and what would they do against enemies?
 
I notice there are lots of wall-mounted fire hydrants in RE3. One is for a puzzle, but what about the others? Can you shoot them, and what would they do against enemies?

The red polygonal ones? They're explosives like red barrels.

Also is it too late to tell you if you use the other left shoulder button you lock-on prioritizing environmental things (like barrels) over enemies. Because that's totally a thing you can do.
 
The red polygonal ones? They're explosives like red barrels.

Also is it too late to tell you if you use the other left shoulder button you lock-on prioritizing environmental things (like barrels) over enemies. Because that's totally a thing you can do.
Yeah, I know you can auto-target environmental elements. I do it with R2.
 
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