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Resident Evil’s mansion recreated in Unreal Engine 4

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I'm confident it will look even better.



I'm expecting RE2make to have a budget which reflects the expectations set by the recent ports of the REmake and RE0 Remasters- ie a budget which will allow them to recreate that level of graphical fidelity or better for a game of RE2's size from the ground up.

That's true. I largely assume Capcom don't want to invest a lot of money into a project with a camera system they'll think is archaic.
 
Pretty well done. Doesn't look as good as the original assets, as everything has this shiny, plasticine look to it. Still pretty impressive. Makes me hopeful for RE2 Remake.



One guy working probably in his spare time vs. an entire team working full-time. I'm pretty confident that Remake 2 will look better. Heck, I think 0 HD looks better than this.

You see, that SOUNDS logical and then you have RE4HD and the RE4HD Project.
 
If it's pre-rendered like the original remake it should be way more impressive than this.

Remake had all prerendered backrounds just like the original. We expect the same from RE2R


It would be unreasonable to expect RE2R to have prerendered background just because REmake 1 had it. The entire reason REmake 1 did it was so as to overcome the limitations imposed by the hardware in order to meet the art team's expectations, we don't have such limitations today. Beside making a game with detailed pre rendered background that does not look static (the way REmake did it) is an incredibly time consuming process that will require lots of extra manual input and fine tuning. Don't like the placement of that light? well no worries it can be changed, but you'll have to wait for a half an hour until the render is finished so that you can see how the change looks and decide if you want to keep it or change it again.

Prerendered backgrounds also impose limitation on the game itself, plus it is limited to a single resolution.

That sort of style has no place in today's development environment. REmake 2 will most likely be a fully 3D game with a fixed camera, just like how some of the rooms in REmake Remaster were remade in full 3D.
 
That's true. I largely assume Capcom don't want to invest a lot of money into a project with a camera system they'll think is archaic.

To be honest, the gameplay area of RE2 is pretty small. You have a couple of blocks outside, a couple of floors in the police office, the sewers and the lab. I can't imagine a small group of fulltime employees taking TOO long to recreate a 3D model of all of these areas.

I also think that going RE4 style in RE2 would make the game insanely easy and boring. Most of the areas are small rooms or hallways and the zombies are slow moving. I really hope they go REmake on this. I'm pretty sure real-time graphics would suffice and if fixed camera angles are used, you could do a lot of 'cheating' and culling to free up ressources for awesome AA and effects.
 
You see, that SOUNDS logical and then you have RE4HD and the RE4HD Project.

The RE4 mod works because RE4 mostly uses textures taken from photos or image libraries.

Few would argue that the official RE4 remasters had a lot of work put into them. Relative to that, RE0 HD has a lot of work put into it and looks amazing.

RE4 Ultimate HD came to PC 2.5 years ago.

The project may never be done.

It's close to finishing.

It's one guy working on it, and it's close to finish.

Two guys.
 
The RE4 mod works because RE4 mostly uses textures taken from photos or image libraries.

Few would argue that the official RE4 remasters had a lot of work put into them. Relative to that, RE0 HD has a lot of work put into it and looks amazing.



It's close to finishing.



Two guys.

Does Albert work on the textures too? I thought he was only responsible for the the photographs...not that I consider that to be any less of a work because it takes time to search and photograph.
 
A testament to how pre-rendered backgrounds still look if they were rendered with the same technology from back in 2002. I know this was just one artist but it's amazing we have not passed 2002 era pre-render game visuals. Biggest difference is the amazing lighting

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Does Albert work on the textures too? I thought he was only responsible for the the photographs...not that I consider that to be any less of a work because it takes time to search and photograph.
He does. And actually he takes the first pass at each room. The updates he posts on the site are of his progress and work.
 
A testament to how pre-rendered backgrounds still look if they were rendered with the same technology from back in 2002. I know this was just one artist but it's amazing we have not passed 2002 era pre-render game visuals. Biggest difference is the amazing lighting

We absolutely have in every possible way bar polygon count. PBR didn't exist back then, same for various shading techniques like sub surface scattering and what not, nor did you didn't have GI in those prerendered visuals. Shadowing is also something minimal in there, if it were present in abundance you'd have noticed the stark difference in quality.

Just because that isn't the case with this game it doesn't mean it's the norm. To illustrate my point here's an example, some of the rooms in REMake Remaster were remade with MTFrameworks, and if you see any comparisons you can easily see that the newer version looks better (minus the polygon count ofcourse). As for your comparison, the UE4 version can easily be made to look similar with a floor that is more reflective and a brigther bloom on the chandelier plus more contrast. Here's the interesting bit, the impressive bloom you see in the chandelier is actually a post fx added separately as an overlay on top of the prerendered chandelier, because the original prerendered version didn't have them.
 
Pshaw, I say!

Haha, I was hoping you'd be in this thread.

He is one of the devs for anyone unaware.

I was just checking your updated progress page since I missed the last thread bump. You guys are seriously amazing and I have boundless respect for y'all. I can't wait until you're done and I and many others can appreciate your work for years to come.
 
At this point I'm getting sick of all the 'look at what one of your favourite games looks like in UE4' articles around.

They are such a bloody minge-tease.
 

I'd never heard that term. Huh.

And I know what you're saying, but I think it's fun to look and occasionally pull a sweet wallpaper from. I would love to see RE1 remade again after 2 is finished, with fully 3D/real-time environments and all the bells and whistles. My favorite game of all time and the mansion is so fucking cool.

edit: and of course, I'd like an original game post-RE7 that uses the old style. I'd love it if Revelations committed to it instead of the hybrid they seem to be doing, but I haven't played enough to know if that's an accurate assessment. Really need to and I think Rev2 looks great, but I have to make it through the first one and every time I try I just give up and replay REmake HD haha
 
Does Albert work on the textures too? I thought he was only responsible for the the photographs...not that I consider that to be any less of a work because it takes time to search and photograph.

He does. I think they take turns revising textures when working on a room.
 
The main thing I liked about 3D Resi/Dino Crisis was the more dynamic/reactive camera direction. I wouldn't mind that in REmake 2.
 
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