Thanks for the polycounts for Rachel and Christie, Mr Cops and rappers.
Yay!
For this particular title, we aren’t doing a simple upconvert and calling it a day. We are working with the previous assets and making careful adjustments to resolution. The process is something akin to disassembling a complex wristwatch, polishing and cleaning up each individual piece, and painstakingly putting it all back together.
The original game featured pre-rendered backgrounds, but we’re going over each and every still image individually and making adjustments not just to the resolution but also to post effects. Those elements of the background that are actually rendered as 3D models are being given special attention. They are being refined to match up with the newly refreshed still images to form a cohesive piece. There are some backgrounds that are actually treated as movie files rather than still images and in those cases, we are going through frame by frame to ensure that the resolution and level of detail are where we want them. Of course, the character models and effects have also been adjusted so that they match these new high resolution environments.
What’s important to us isn’t just increasing the resolution and brushing up the visuals. We really want to recreate the atmosphere of the original game. We constantly compare the original game data to our revamped versions to ensure that the details so important to the original creators are preserved. We’ve ensured that the whole team is aware of the vision espoused by the original developers and we always keep that in mind as a guide. It can be a real balancing act in trying to maintain that vision while still striving for visual improvements, but we’re up to the task.
The background scrolls vertically in reaction to the movement of the characters on screen. The parameters of the scrolling are handled on a scene by scene basis. The original 4:3 format allowed for some very deliberate staging of scenes in which danger is often implied to lurk just beyond the edges of the screen. This allows us to leave players frightened to advance while still urging them forward. Our goal is to maintain that sensibility in this new version.
We decided against re-rendering the scenes to fit 16:9 because it would allow the user to see more of the background than originally intended and could also result in the characters themselves taking up less real estate on the screen which could in turn lessen the sense of immediacy and immersion. An important concept in the original game is the idea of being frightened of what lurks beyond the borders of the player’s view. We didn’t want to risk losing that by re-engineering the environments to fit a widescreen aspect ratio. We also wanted to maintain the intimacy of the closer camera angles as that contributes so much to the atmosphere and sense of danger.
Bearing in mind the importance of these elements, we decided that the scrolling interface was the best way to maintain the original’s design sensibility while still filling more of the screen.
We’ll be able to speak more about the PC version soon, but I can’t get into specifics at the moment.
Aside from the resolution difference, the versions are essentially identical. We’ll confirm details on the PC version at a later date.
http://www.dualshockers.com/2014/10...raphically-updating-the-resident-evil-remake/Even though Producer Yoshiaki Hirabayashi couldn’t attend the panel personally, he made a video detailing a bit of the process of updating the Gamecube remake’s graphics for this generation. The overall process involved replacing 2D images in the background with 3D models, fixing lighting, redoing models from scratch and more.
For instance, the first area you enter in the game (the mansion hallway) had some of the 2D images replaces, the lighting improved and the candles redone from the ground up to improve quality. In another area, branches that were simply a 2D image were rendered in actual polygons.
Here's some more pictures of GOW3's kratos with fixed textures.
His weapons are about 1k polygons each.
For God Of war 2, all i can find is the cut-scene version of him.
God Of War 2 - Kratos (god armor, cut-scene ver) 8,484 polygons
And here are some extra images for you to view.
This is one ingame model.
The pre-rendered backgrounds aren't just static images. They're layered. The animated bits are separate layers to save memory. That way the layer containing animated branches can be replaced with actual polygons without affecting the base layer.Some More Resident Evil HD Remake Information.
http://www.dualshockers.com/2014/10...raphically-updating-the-resident-evil-remake/
Their approach still remains a mystery on how they're doing this HD remake. At first they speak of touching up old pre-rendered assets and re-implementing them, now they say they're redoing the old pre-rendered assets into actually polygons.
In this comparison video, at "1:10", you can spot the dungeon underground is displaying a lot sharper with better assets. http://www.ign.com/videos/2014/10/02/resident-evil-ps4-vs-gamecube-graphics-comparison
there is still no clue yet on the PC version and whether it will use 100% In-game assets.
The pre-rendered backgrounds aren't just static images. They're layered. The animated bits are separate layers to save memory. That way the layer containing animated branches can be replaced with actual polygons without affecting the base layer.