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Resident evil 4 PC graphic patch for the bitter

Thanks for the full screen captures. Damn, it looks nice. Textures are on the low-end (PS2 version?), but with AA and AF this looks better than either console versions.
 
How good a PC do you need to run this? It would be bitchin' to play this and Silent Hill 3 on my HDTV. :) I can't stand how RE4 looks upscaled on my HDTV through the PS3.
 
StevieP said:
The cutscenes aren't pre-rendered. They are MPG captures from the Gamecube version.

Still pre-rendered then, just on a Gamecube instead of a high end rig. :P

Looks a hell load better than before, and I'm surprised it holds up that well to be honest considering the higher resolution and that it is a PS2 port. I may pick it up when it gets dirt cheap.
 
schild said:
Saw it in PS2 version. Seemingly a straight homage to the end of God of War 1.
:lol

Its from the Conan : The Barbarian movie. Anything else you've seen doing this is a direct homage.
 
chinmonster said:
How good a PC do you need to run this? It would be bitchin' to play this and Silent Hill 3 on my HDTV. :) I can't stand how RE4 looks upscaled on my HDTV through the PS3.

it looks kick ass..i cant stand it upscaled on my ps3 neither.. but like you, i have my pc connected to my huge hdtv..and it looks ...right. :)

Athlon64 2.4ghz
1gb system ram
x1650 ATI
 
a couple more screen grabs...

RE4PC114.JPG


RE4PC115.JPG


RE4PC118.JPG


RE4PC1113.JPG
 
wtf i installed this to find a max res of 320*180 or some rubbish lol. It looked awful on my 20" widescreen. Might have to have another go at it.
 
StevieP said:
FYI, Ubisoft only published this. They didn't develop it (nor did Capcom). It was outsourced, and it shows (especially the fact that it's the PS2 version!). I'm still waiting for the definitive edition (RE4 Wii).

This patch is pretty well evident that Ubisoft pushed the bitch out the door as soon as they could. don't try and pin the blame on the codehouse, because you'd have to be a pretty ****ing incompetent place to deliver a decent port of a console game on a base level YET FORGET ALL THE LIGHTING.
 
Dammit, take the GCN version, replace the most janky textures, and put it on 360/PS3 in 24-bit 720p with no frame drops and lighting/shadowing/effects out the ass, and I still say it would be well worth buying. There is stuff with lastgen origins (hello there, GUN) that shoot for less on the 360.
 
beermonkey@tehbias said:
Dammit, take the GCN version, replace the most janky textures, and put it on 360/PS3 in 24-bit 720p with no frame drops and lighting/shadowing/effects out the ass, and I still say it would be well worth buying. There is stuff with lastgen origins (hello there, GUN) that shoot for less on the 360.

That would require far more effort than is worth the investment, especially since you'll be getting RE5 sometime in 200
9?
8.
 
jooey said:
This patch is pretty well evident that Ubisoft pushed the bitch out the door as soon as they could. don't try and pin the blame on the codehouse, because you'd have to be a pretty ****ing incompetent place to deliver a decent port of a console game on a base level YET FORGET ALL THE LIGHTING.

Come again? Are you not familiar with SourceNext? And it's not like Ubisoft was in the usual position of pubilishers where they could overrule the devlopers and push it out before it's done, they were only publishing it in the west. Thanks for knowing what you were talking about.
 
What surprises me is that they used the PS2 version as a source instead of the Gamecube version that has better lighting, shader effects that would work much better on the PC.

I mean come on, just look at the water.....
 
I simply wish they could delivered the Wii version with 24-bit color. :\ Anamorphic widescreen + 24-bit color would have really cleaned up the visuals...
 
Hcoregamer00 said:
What surprises me is that they used the PS2 version as a source instead of the Gamecube version that has better lighting, shader effects that would work much better on the PC.

I mean come on, just look at the water.....

Unfortunately, that's the reason why the PS2 version was likely to be cheaper to port than the GC one. Reproducing the GC effects would require extra coding. Since there's no direct equivalent to indirect texture units (used for the nice water and other stuff) on PC hardware, they'd need to write shaders for those as well for mimicking some of the T&L behavior of the GC (not to mention the very tight streaming code used during the real time cutscenes) while most of the PS2 graphics features can be directly mapped to standard stuff available on GF2 class hardware.

Also this port was probably done by the same people (person?) who did other Capcom PS2-to-PC ports, meaning it was easier for them (him/her?) to work with PS2 code.

But I still think they could've replaced the PS2 textures by the GCN ones quite effortlessly.
 
dark10x said:
I simply wish they could delivered the Wii version with 24-bit color. :\ Anamorphic widescreen + 24-bit color would have really cleaned up the visuals...

Still with higher resolution graphics, 24-bit color, and anti-aliasing in effect, this version now is a hell of lot more cleaned up visually than any of the other ones.
 
Can you use mouse+keyboard for this game? Has it been released in NA? Dunno why I never knew of it on PC...
 
Paws of Fury said:
The PC version kicks ass except some low res backgrounds here and there! Can't imagine to go back to the console versions after playing this.

Just get yourself a nice gamepad though, like I did!

Strange thing to say. I'd be interested in hearing your reasoning for that..
 
Dragona Akehi said:
3MB framebuffer. ****ing Nintendo.

That doesn't neccesarily limit resolution or colour depth. GC could render a scene in two parts, connecting them in main memory before display. Wii will be able to do the same thing. It puts a hit on performance, but since Wii is more powerful and this is a GC game there should be no problem in using this technique. Blame Capcom for not improving the visuals, not Nintendo.

FYI its a 2MB framebuffer and 1MB texture cache/video memory, which is of course GC's embedded memory configuration, but it is assumed to be the same in Wii.
 
Donnie said:
That doesn't neccesarily limit resolution or colour depth. GC could render a scene in two parts, connecting them in main memory before display. Wii will be able to do the same thing. It puts a hit on performance, but since Wii is more powerful and this is a GC game there should be no problem in using this technique. Blame Capcom for not improving the visuals, not Nintendo.

FYI its a 2MB framebuffer and 1MB texture cache/video memory, which is of course GC's embedded memory configuration, but it is assumed to be the same in Wii.

I think it's more akin to Capcom's tricks used to get the game to run on GC: Wii has more RAM and more CPU and GPU power, but the Framebuffer is the same. Which is part of the reason why the system can't do anything above 480p...
 
Dragona Akehi said:
I think it's more akin to Capcom's tricks used to get the game to run on GC: Wii has more RAM and more CPU and GPU power, but the Framebuffer is the same. Which is part of the reason why the system can't do anything above 480p...

You missed my point there. GC had the ability to do two pass framebuffer rendering, effectively doubling the size of the framebuffer at the expense of quite a large fillrate/bandwidth hit. Using that technique in a game like RE4 would have dropped the games framerate to 15-20fps on GC (that's why it was used very rarely if ever). However Wii has a lot more fillrate and bandwidth (three times as much). So the technique should be easy enough for Wii to handle with what is in effect a GC game. However, since they aren't even improving textures or lighting ect its not suprising that they aren't doing something as drastic as two pass rendering.
 
Donnie said:
You missed my point there. GC had the ability to do two pass framebuffer rendering, effectively doubling the size of the framebuffer at the expense of quite a large fillrate/bandwidth hit. Using that technique in a game like RE4 would have dropped the games framerate to 15-20fps on GC (that's why it was used very rarely if ever). However Wii has a lot more fillrate and bandwidth (three times as much). So the technique should be easy enough for Wii to handle with what is in effect a GC game. However, since they aren't even unproving textures or lighting ect its not suprising that they aren't doing something as drastic as two pass rendering.

Can we at least agree with a "****ing Capcom" along with the "****ing Nintendo" bit then? :P
 
KimiSan said:
Am I the only one noticing the lack of T in this picture?

It took me so long to notice that. I was like "What's he talking about, there's "t" in resting".. now that i see the "here's" i can't stop noticing it.
 
beermonkey@tehbias said:
Dammit, take the GCN version, replace the most janky textures, and put it on 360/PS3 in 24-bit 720p with no frame drops and lighting/shadowing/effects out the ass, and I still say it would be well worth buying. There is stuff with lastgen origins (hello there, GUN) that shoot for less on the 360.

QFMFT! Come on Capcom! :D
 
The patch is too little, too late. I might've picked the PC version up if it had looked this good at its release, but since they've announced the Wiimake already I will be waiting for that instead.
 
Dot50Cal said:
Please dont EVER post that again. All this guy did was use some sharpen filters on the old ones, which makes it look HORRID.
Seriously, the "improved" textures are such a ****ing joke. I wonder if someone will do an actual reworking of the textures, sore of like the HL2 fakefactory stuff (- the silly shit)
 
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