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Resident Evil 4 HD Project - Progress Thread

Capcom would love the chance to release yet another version of RE4 that people will buy. Hope you get paid big time even though it's a passion project. Great work.
 
Maybe you can reach a compromise where the shadow is still reduced, but just long enough to still be seen? It'd be nice to have the shadows improved, but it's the kind of thing that you won't notice often because you won't ever be looking down at the ground during the fight, so I'd err on the side of keeping the boss fight fully intact rather than enhancing the shadows.
 
We've got good / redundant back-ups in case of PC/Disk failure. :-)

Save it to the cloud!
iStock_000019748188XSmall-285x300.jpg
 
Ok! The shadow values I edited are repeated 9 times. I didn't know exactly why and I just changed all of them, but after a little bit of research I found out the first one is used from the start of the room until you reach the puzzle door, the second one is for the rest of the room. The other 7 are for several mini cutscenes and their several camera angles. By changing just 3 of them I was able to fix the shadows for the "What is that you fight for" cutscene (These are the most annoying floating shadows). About the rest, I'll try to get a value in a mid-term as you said ;)

Thanks for the feedback!
 
Just realised this will probably run fine on the GPD Win.

DREAMS DO COME TRUE

Actually, does anyone here have a solid idea of what the performance would be? The GPD Win will use an Atom Z8750 and 4 GB of RAM.
 
Just realised this will probably run fine on the GPD Win.

DREAMS DO COME TRUE

Actually, does anyone here have a solid idea of what the performance would be? The GPD Win will use an Atom Z8750 and 4 GB of RAM.

I would assume a lot of video RAM (GPU RAM) is required for the very high resolution textures.

EDIT:

From the website FAQ section

While we do not yet have confirmed system requirements, the greatest increase in hardware requirements would likely be increased VRAM due to the larger textures. As I (Cris) have played through the Village section, I’ve seen VRAM usage of up to ~470MB. This does not include, of course, enemy textures or textures for Leon, Ashley, weapons, etc. since we are currently focused on the environmental textures. However, the environmental textures should account for most of the VRAM usage. My sense at this point is that a graphics card with 1GB of VRAM should be sufficient, but we will update this as the project progresses.
 
Just realised this will probably run fine on the GPD Win.

DREAMS DO COME TRUE

Actually, does anyone here have a solid idea of what the performance would be? The GPD Win will use an Atom Z8750 and 4 GB of RAM.
I'd imagine with the GPD Win it'd run the game at 20-30 FPS with HD textures off and other settings lowered. Worst case scenario you may also need to lower the resolution to maintain a constant 30 FPS.
 
Honestly this is such a ridiculous mod, and I mean that in a good way. Its astonishing what you guys have been able to accomplish.

I'd read a fucking book that documented the development of this shit. Hope you two get the recognition you deserve for this.
 
I would assume a lot of video RAM (GPU RAM) is required for the very high resolution textures.

EDIT:

From the website FAQ section
I'd imagine with the GPD Win it'd run the game at 20-30 FPS with HD textures off and other settings lowered. Worst case scenario you may also need to lower the resolution to maintain a constant 30 FPS.

Dagnabbit. :( I had assumed that such an old game, even one with a mod like this, could run smoothly. I'm amazed that when we have desktop and even laptop graphics cards packing 4-8GB of VRAM, there's no option for a small mobile x86-64 solution with at least 1GB of it. Now I'm even hearing that there probably won't be a GPD Win 2 because the Atom series is being replaced by the more powerful but hotter Apollo Lake series. I hope Intel wises up and makes a cooler Apollo Lake with some VRAM. It's not like Capcom is going to use Cris and Albert's mod for an NX port, after all.
 
Maybe I'll finally play through this when this mod releases.

I've bought it several times, but never got very far into it. I have it on Steam, but even at 60fps and 4K, the game looks so damned dated.
 
Honestly this is such a ridiculous mod, and I mean that in a good way. Its astonishing what you guys have been able to accomplish.

I'd read a fucking book that documented the development of this shit. Hope you two get the recognition you deserve for this.
Hopefully not a c&d when they're done.
 
Oh man this looks incredible!

Would it be fair to say there is less chance of finding original textures for the Island, resulting in more recreations instead? It seems a much more generic location compared to the rest of the game.
 
Hello!
One more update. This week's a 2-room pack
Enjoy the WIP pictures and video!
320A.jpg

320j.jpg

320d.jpg

Let's back to the work!!

Awesome. I was a little worried that the pace was slowing down over the past month or so, but I guess the updates just took a little longer to post. That Gatling gun had flathead screws in the barrels! The bullet shields on the side look so much better, those were some of the uglier textures in that area. I also really like the glassy look you're giving all these controls and buttons. The shadow and lighting fixes are also looking great.

Do you have a plan for the item/treasure textures? I assume you could save a lot of time if you could just take renders from the 3D model to create new HD textures for the menus. I touched up a lot of the textures in the Dolphin pack and some items with a lot of gem combinations, like the lynx and lanterns, are a real pain to do over and over again for every possible arrangement.
 
Thank you for the comments!!

Would it be fair to say there is less chance of finding original textures for the Island, resulting in more recreations instead? It seems a much more generic location compared to the rest of the game.

Yes, you are absolutely right.
Only a very few textures are based on Capcom own pictures.
We were able to find the original stock texture Capcom used for a lot of textures but most of them were too low-res for our quality standards, so we re-create those anyway.

Do you have a plan for the item/treasure textures? I assume you could save a lot of time if you could just take renders from the 3D model to create new HD textures for the menus. I touched up a lot of the textures in the Dolphin pack and some items with a lot of gem combinations, like the lynx and lanterns, are a real pain to do over and over again for every possible arrangement.

That's the idea I had in my mind (renders of the items to re-create the icons). I did it years ago for the old PC port. So, I'll do it again... but much better XD


Looks good. I don't know if it's just me, or the angle, but doesn't the original texture start with 5S rather than SS:

It also looked a little more worn.

Hummm... Not sure... it could be a 5, you are right...
And this texture was recycled from one of the first rooms in the game. It wasn't one of our best textures hehe.

I'm taking note of both. We'll take care of them in the next revision stage :)
 
I'm kinda worried about the rocks on the right here. It looks very strange.

It kind of has to be that way. The wall around the door is the same wall from the Krauser area, so to avoid a continuity error it has to be the same lighter sandstone. It may clash a little with the darker rocks in this area, but you're never going to turn around often enough for that to be an issue. One compromise I can think of would be to have the new sandy colored wall partially covered by a layer of bricks that are similar to the original texture, but with enough of the sandstone wall still visible behind so the player can see that it is in fact the same wall from the Krauser area. That way it can still blend in without breaking continuity. Here's a really quick and ugly example:

But it would take some extra work for something that I don't think is a major problem, and they've got plenty to do as it is.
 
It kind of has to be that way. The wall around the door is the same wall from the Krauser area, so to avoid a continuity error it has to be the same lighter sandstone. It may clash a little with the darker rocks in this area, but you're never going to turn around often enough for that to be an issue. One compromise I can think of would be to have the new sandy colored wall partially covered by a layer of bricks that are similar to the original texture, but with enough of the sandstone wall still visible behind so the player can see that it is in fact the same wall from the Krauser area. That way it can still blend in without breaking continuity. Here's a really quick and ugly example:


But it would take some extra work for something that I don't think is a major problem, and they've got plenty to do as it is.
I was thinking the same thing - A transitional texture. I will keep that in mind for when my turn at it comes. :)
 
I think it might even be 59.
EDIT: Nah, yeah you're right it's 5S.

Hummm... Not sure... it could be a 5, you are right...
And this texture was recycled from one of the first rooms in the game. It wasn't one of our best textures hehe.

I'm taking note of both. We'll take care of them in the next revision stage :)

Looking at it again, it might even be 15S, or 158, with the 8 being very worn. Either way I'm sure you'll make the right choice when you do the finishing touches.
 
Oh does it? It seems logical that the warning strip should be on the opening so workers can see where it might move, they need a warning on the hinges less.

Good point. It seems maybe the doors on this side were correct and the Krauser side was the one that needed flipping. But whether that matters enough to redo it is another thing.

Ha, we're going to end up nitpicking Cris and Albert to death here. But that's what happens when the quality of the work is so high.
 
Looking at it again, it might even be 15S, or 158, with the 8 being very worn. Either way I'm sure you'll make the right choice when you do the finishing touches.

Right away it looked like i5S to me. Tried to bring out the detail a little in PS. It could also just be me seeing it wrong.

mt5XK8l.png
 
Good point. It seems maybe the doors on this side were correct and the Krauser side was the one that needed flipping. But whether that matters enough to redo it is another thing.

Ha, we're going to end up nitpicking Cris and Albert to death here. But that's what happens when the quality of the work is so high.


To be fair Cris and Albert have so much done/to do I'm sure they appreciate folks pointing out things. It's not like anyone's being rude and they seem to be perfectionists :P It's amazing how fast time passes, it's been over 2.5 years since Cris started this!
 
Right away it looked like i5S to me. Tried to bring out the detail a little in PS. It could also just be me seeing it wrong.

mt5XK8l.png
I can see what you're talking about, but maybe it could be 159, with the top of the 1 being faded, and the 9 blending in with the darker area of the wood. What do you all think?
 
Good point. It seems maybe the doors on this side were correct and the Krauser side was the one that needed flipping. But whether that matters enough to redo it is another thing.
That'll be easy enough to address in the next pass. :)
To be fair Cris and Albert have so much done/to do I'm sure they appreciate folks pointing out things. It's not like anyone's being rude and they seem to be perfectionists :P It's amazing how fast time passes, it's been over 2.5 years since Cris started this!
Agreed - we definitely appreciate the feedback! :)

Also, it may be 2.5 since the start of the thread, but Albert's research to find original texture sources and locations goes back to 2008! I don't see myself as having started this - I lucked into an awesome collaboration.
 
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