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Resident Evil 4 HD Project - Progress Thread

Truly exceptional work, as always!

This image I found particularly interesting:



It looks like the underlying geometry for the chain texture was reoriented. Is that correct?
and if so, was it done using the same method used to fix seams in other models?

I believe a 3D modeled chain was added in place of the flat one (there are tools available now that allow people to extract and edit the 3D models).
 
Is there a significant memory limit to worry about when inserting high res textures? Dark Souls ran into problems when you tried to inject large texture replacements, for example.
 
The attention to detail on this project is nothing short of amazing. I can't wait until it's finally finished. Hopefully by then I'll have a new graphics card with 8GB of VRAM capable of loading all those HD textures into memory. Capcom should be ashamed of releasing something labeled as "UHD" when the textures were poorly upscaled version of the old ones. I plan on donating generously to the folks working on this to show my appreciation for the definitive UHD version.
 
I believe a 3D modeled chain was added in place of the flat one (there are tools available now that allow people to extract and edit the 3D models).

That one stood out to me too but I assumed it was just layered 2D textures. You all are going all out. God I'm so excited for this.

Is there any time line on the next public preview release?
 
Is there a significant memory limit to worry about when inserting high res textures? Dark Souls ran into problems when you tried to inject large texture replacements, for example.

So far there hasn't been, even with large numbers of 8k textures in a given room.
 
That one stood out to me too but I assumed it was just layered 2D textures. You all are going all out. God I'm so excited for this.

Is there any time line on the next public preview release?
Not yet, but I think we're going to need to make some decisions in that regard within the next couple of months, so more info to come.
 
Very nice work, just played through your downloadable intro portion and it was great. It's a shame Capcom didn't put more work into this release and opted to use that aggressive blurring filter on preexisting textures. I still enjoy the visual aesthetics of RE4 when playing the GC or Wii version of my SD CRT but rendered at 1440p on PC the art work just doesn't hold up. Can't wait for the eventual final release and will definitely keep an eye on updates.
 
The attention to detail on this project is nothing short of amazing. I can't wait until it's finally finished. Hopefully by then I'll have a new graphics card with 8GB of VRAM capable of loading all those HD textures into memory.

Very much doubt you will need anything near that much VRAM.

Capcom should be ashamed of releasing something labeled as "UHD" when the textures were poorly upscaled version of the old ones. I plan on donating generously to the folks working on this to show my appreciation for the definitive UHD version.

Very nice work, just played through your downloadable intro portion and it was great. It's a shame Capcom didn't put more work into this release and opted to use that aggressive blurring filter on preexisting textures. I still enjoy the visual aesthetics of RE4 when playing the GC or Wii version of my SD CRT but rendered at 1440p on PC the art work just doesn't hold up. Can't wait for the eventual final release and will definitely keep an eye on updates.

Think of the cost associated with redoing every single texture. I would much prefer the game to exist at all then dying on an accounting spreadsheet.

The overall port is excellent as well. Qloc found a way to get the engine to 60 FPS and brought back the effects that had previously been exclusive to Nintendo platforms.
 
Think of the cost associated with redoing every single texture. I would much prefer the game to exist at all then dying on an accounting spreadsheet.
What an interesting thread to float that particular theory in. I guess Capcom with all their internal documentation couldn't accomplish what two talented and dedicated guys are doing as a labor of love. You know, because Capcom is surely bleeding money on RE4 and the roughly bazillion lukewarm ports they've released of it, and I'm sure they could never find a way to monetize a thoughtfully revamped version of one of their most successful games by re-releasing it across a slew of new platforms.

No, wait. That doesn't make any sense at all. :p

Anyway, the work in this thread far exceeds anything Capcom would be doing with the textures, even if they weren't just resting on the laurels of creative visionaries who have long since moved on to greener pastures. I'm just glad that people so on point have taken it upon themselves to faithfully update the game with an immaculate eye for detail. It's really something to behold, and we're fortunate to get ongoing glimpses of the process.
 
What an interesting thread to float that particular theory in. I guess Capcom with all their internal documentation couldn't accomplish what two talented and dedicated guys are doing as a labor of love. You know, because Capcom is surely bleeding money on RE4 and the roughly bazillion lukewarm ports they've released of it, and I'm sure they could never find a way to monetize a thoughtfully revamped version of one of their most successful games by re-releasing it across a slew of new platforms.

No, wait. That doesn't make any sense at all. :p

Anyway, the work in this thread far exceeds anything Capcom would be doing with the textures, even if they weren't just resting on the laurels of creative visionaries who have long since moved on to greener pastures. I'm just glad that people so on point have taken it upon themselves to faithfully update the game with an immaculate eye for detail. It's really something to behold, and we're fortunate to get ongoing glimpses of the process.

The only reason this is happening is because Cris and Albert are doing it in their spare time, and spending a lot of time on it. Doing work like they've been pulling off takes a lot of talent, and a lot of dedicatino and time. If they were to be paid hourly wages for what they're doing, it would likely be a substantial fund, or on a timeline that wasn't acceptable for the port.

People need to realize that not every game gets a AAA budget. The game was $20 at launch right? The game was either getting ported like it did, or it wasn't getting ported at all. The money invested in completely redoing the textures probably wouldn't have balanced out to an appropriately balanced profit in return. For what it was, the new RE4 port did a great job. It provided full resolution support, 60fps framerates, the missing graphical effects that were only originally present on the gamecube version, and MKB support.
 
Qloc found a way to get the engine to 60 FPS and brought back the effects that had previously been exclusive to Nintendo platforms.

Oooooh?

Please elaborate.

EDIT: Nevermind, didn't realize Qloc was the studio that did the port. I had no idea they did this with the UHD version!
 
Some comparison screenshots from the catapult section! Enjoy!

002.jpg

001.jpg

003.jpg

004.jpg

005.jpg
 
oh my god

fucking amazing.

in terms of percentage/weeks/months/whatever you want, how long is left until it's finished? You're midway through the castle, right?
 
Consistently amazing; especially the massive improvement on the stone. Did you have to do any work on the underlying mapping to get the ground textures to align correctly in that last image, or were only the textures altered?
 
Every time I see this still progressing it makes me all the more optimistic for the day when I get to play the game start to finish with you guys work.

It'll be worth the wait I'm sure!
 
y'all have all my respect for doing this. incredible work and i can't wait to play it. i will happily donate then or earlier, if it would help keep it going.
 
This is probably my favorite thread on GAF. Every time I see it on the front page, I know my mind is going to be blown.
 
Very much doubt you will need anything near that much VRAM.





Think of the cost associated with redoing every single texture. I would much prefer the game to exist at all then dying on an accounting spreadsheet.

The overall port is excellent as well. Qloc found a way to get the engine to 60 FPS and brought back the effects that had previously been exclusive to Nintendo platforms.

it was some random user on the resident evil 4 steam community board with experience in programming that discovered the problem and how to fix it.
 
Happy early Thanksgiving!

Here are some updates from Albert's work in the castle. More shots and a video are up at the site. :) Enjoy!

206B.jpg

The one thing I don't like about this texture is that it's almost too good.

(Also real time specular effects where there wasn't before? Someone hold me...)
 
You're doing the Lord's work. I'd love to see a behind the scenes documentary about all the work going into to this labor of love.
 
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