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DeadButDelicious posted:Also finally got around to watching the RE2 Boundary Break video. Two neat snippets: Important to recognizable brand your secret clean-up murder monster.
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# ? Mar 12, 2019 11:27 |
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# ? Apr 26, 2024 18:29 |
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Interesting fact brought brought up about Resident Evil 2 remake in this DMC5 vid - for DMC5 and RE2 they actually used costumed live models who they 3D-scanned and made character models out of. According to the capcom guy here, it lets them achieve a level of subtle detail you don't see in most other games. https://www.youtube.com/watch?v=biTDO9bfUYs I'm thinking they also used this technique for Resident Evil 7.
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# ? Mar 12, 2019 11:42 |
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Spacedad posted:Interesting fact brought brought up about Resident Evil 2 remake in this DMC5 vid - for DMC5 and RE2 they actually used costumed live models who they 3D-scanned and made character models out of. According to the capcom guy here, it lets them achieve a level of subtle detail you don't see in most other games. Its some pretty awesome tech, not gonna lie. There was an interview with Stephanie Panisello, the mocap and voice actress for Claire, where she admits to playing Pattycake with Sherry’s actress as a bonding thing, but they did it in full mocap gear on-set, so on screen you could see Claire and Sherry just playing Pattycake and I really hope someone recorded that because that sounds adorable!
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# ? Mar 12, 2019 12:06 |
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Finally got Claire S+ and Leon S+, I forgot Leon A was alot easier. I need to give the B scenarios a go in Hardcore now. I have to say Capcom have done a really good job with this game I have not replayed a game this much in a very long time
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# ? Mar 12, 2019 17:44 |
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VoLaTiLe posted:Finally got Claire S+ and Leon S+, I forgot Leon A was alot easier. B is a lot easier imo, even though you get less time allowance. Because you can get the magnum and the SMG, with upgrades even! before you fight G1
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# ? Mar 12, 2019 17:48 |
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I went with Claire for my first run, and I just made it to the lab. I am enjoying the hell out of this. I thought the SMG was a trash gun at first, but fully upgraded it works really well for hosing down weak points. I'm a little confused on how to use the spark shot. Do I just shoot something with it one by tapping RT, and then continue to focus on whatever I shot by holding down LT? What happens if I shoot something multiple times with it? I haven't played the original since '98, but I was surprised by how familiar a lot of this felt. I'm excited to play through all of the scenarios. il serpente cosmico fucked around with this message at 19:21 on Mar 12, 2019 |
# ? Mar 12, 2019 18:28 |
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Whoops, wrong thread
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# ? Mar 12, 2019 18:33 |
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You have to shoot the wire and hold down the fire button. You will see a bar that fills up. Once its full, release the fire button for an electric shock You can only have one wire active, firing another will break the previous one. WaltherFeng fucked around with this message at 18:38 on Mar 12, 2019 |
# ? Mar 12, 2019 18:34 |
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il serpente cosmico posted:I'm a little confused on how to use the spark shot. Do I just shoot something with it one by tapping RT, and then continue to focus on whatever I shot by holding down LT? What happens if I shoot something multiple times with it? Spark Shot you shoot something and then hold down LT while the little bar fills up. When it gets full it does an extra explosion that usually kills most things in 1 shot. Shooting things without the charge mechanic is just wasting bullets. Downside of it is that if there are multiple enemies coming at you it's hard to stay focused on 1 enemy for the time it takes to explode. If you played the original in '98, you should check out the free DLC Capcom released that lets you change the skins to the '98 polygonal versions.
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# ? Mar 12, 2019 18:38 |
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il serpente cosmico posted:I went with Claire for my first run, and I just made it to the lab. I am enjoying the hell out of this. I thought the SMG was a trash gun at first, but fully upgraded it works really well for hosing down weak point. The note describing it is really poorly worded. You're supposed to shoot something and hold down the fire button until it bursts and overcharges. Then you can fire another. Anything else won't do maximum damage and you'll lose the dart anyways. It does a ton of damage on a zombie (though not necessarily kill it of course) and if you manage to hit a weakpoint on a boss-type enemy it can do really good damage.
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# ? Mar 12, 2019 18:40 |
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Kibayasu posted:You're supposed to shoot something and hold down the fire button until it bursts and overcharges. At least on console versions, I think you're supposed to hold down the aim button, not the fire button.
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# ? Mar 12, 2019 18:41 |
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Also regarding the SMG, the gun actually has around 20 % dmg penalty against zombies but deals full dmg against other enemies. It makes no sense but its a thing to keep in mind
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# ? Mar 12, 2019 18:42 |
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qbert posted:At least on console versions, I think you're supposed to hold down the aim button, not the fire button. Oh. Well that's weird.
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# ? Mar 12, 2019 18:44 |
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qbert posted:At least on console versions, I think you're supposed to hold down the aim button, not the fire button. I beat Claire's B scenario today but I have no muscle memory of this. I might have to double check this later
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# ? Mar 12, 2019 18:47 |
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I've always just held down the aim button playing on PC with a PS4 controller and the Spark Shot charge mechanics have worked just fine.
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# ? Mar 12, 2019 18:48 |
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I think I held down both triggers just to be safe.
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# ? Mar 12, 2019 18:48 |
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Party Boat posted:I think I held down both triggers just to be safe.
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# ? Mar 12, 2019 18:52 |
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It makes sense to hold down aim, otherwise the charge bar goes away. Also you have to maintain line of sight with the target while aiming the whole time it's charging.
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# ? Mar 12, 2019 18:56 |
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qbert posted:Spark Shot you shoot something and then hold down LT while the little bar fills up. When it gets full it does an extra explosion that usually kills most things in 1 shot. Shooting things without the charge mechanic is just wasting bullets. Downside of it is that if there are multiple enemies coming at you it's hard to stay focused on 1 enemy for the time it takes to explode. OK, thanks. I will give it a go tonight only holding down the LT button after I fire a single shot. It sounds like I wasn't the only person confused as to how it works. I fired two shots at a sewer monster and managed to miss both times, so I said gently caress it and shot it with a flame grenade and finished it off with the SMG fire hose. Thanks for the DLC tip, I will check that out. WaltherFeng posted:Also regarding the SMG, the gun actually has around 20 % dmg penalty against zombies but deals full dmg against other enemies. This would explain why it felt so weak at first. I was running low on pistol ammo but had a bunch of SMG, so I decided to use the SMG on trash mobs. Between the recoil and low damage on zobmies, I was going through ammo like crazy, plus it didn't seem to stun enemies which left my vulnerable while I fumbled around with it. The suppressor increases damage by about 25% and tones down the recoil quite a bit, which makes it really good for certain situations. As far as late-game weapons go, it seems that the high-powered bullets are the best way to take care of zombies. Popping heads with 1 shot is satisfying.
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# ? Mar 12, 2019 19:20 |
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I've got a technical question in regards to RE2make, Resident Evil 7 and probably other games running on that engine: does anyone else have an Nvidia card and issues with the graphics looking really over-bright and washed-out when using sRGB mode? In addition, there is this strange graphical noise that looks a bit like TV static, but smaller and in the color of the the background - it's particularly visible on flat colors. Whatever the problem is, it makes everything look noticeably lighter than it really should be, with what almost looks like a greyish-colored half-transparent overlay over the graphics proper. Imagine turning down contrast and turning up brightness on a game, but not the actual gamma setting. That's basically what it's like. I can't figure out where it's coming from and it's driving me kind of nuts. The game looks fine under BT 709 or whatever it's called, it's noticeably darker and probably how everything ought to appear - but I'm not using a bloody expensive graphics card and a full-range monitor to play on a restricted color range, so I'd rather resolve the issue properly before I buy DMC 5 and find it doing the same thing. My system is fully updated and using not quite the newest graphics drivers, but still pretty new ones. A lot newer than RE7, anyway, so I don't think it's a driver issue, but I really have no idea because I'm also getting that issue where the Sparkshot will make the game hitch and stop for half a second with every flash, so clearly something is awry there. Is this a known issue? If so, does anyone have an idea on how to solve it in any way other than changing the color range? There has to be something else wrong with my settings that I ought to be able to fix somehow, either with my graphics card or the game itself.
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# ? Mar 12, 2019 20:18 |
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Cardiovorax posted:I've got a technical question in regards to RE2make, Resident Evil 7 and probably other games running on that engine: does anyone else have an Nvidia card and issues with the graphics looking really over-bright and washed-out when using sRGB mode? In addition, there is this strange graphical noise that looks a bit like TV static, but smaller and in the color of the the background - it's particularly visible on flat colors. Whatever the problem is, it makes everything look noticeably lighter than it really should be, with what almost looks like a greyish-colored half-transparent overlay over the graphics proper. Imagine turning down contrast and turning up brightness on a game, but not the actual gamma setting. That's basically what it's like. Turn off HDR if it’s on and recalibrate brightness settings to “one darker than least visible” for both high and low ranges. The last two RE Engine games have had this problem on PC.
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# ? Mar 12, 2019 20:22 |
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Oh wow, I didn't think I'd have to turn it down that hard, so I never even tried. Yeah, that actually looks right, now. Also, I feel kind of like a doofus for never even noticing the film noise setting that I would swear didn't exist until I looked just now. That's my story and I'm sticking to it. I just figured it was a visual glitch that came from the same source. You wouldn't have any idea what could be causing the Sparkshot thing, too? I've been having a similar issue in Monster Hunter World, which makes me think it might be a misconfiguration of graphics card on some level, but I can't imagine how one particular kind of bright light makes it freak out when no other effect in the entire game.
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# ? Mar 12, 2019 20:30 |
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Digital Foundry addressed the black levels in their video breakdowns. Fast forward to 3:45 on this video: https://www.youtube.com/watch?v=7MvYJLU5FsQ&t=1080s They come to the conclusion that the game is constantly color correcting from scene to scene, so trying to correct it on your end is basically a fools errand. They accept that the game just doesn't have deep blacks. With that said, I haven't tried turning down the levels as far as the poster above me recommended, so maybe DF came to the wrong conclusion. I tried out BT 709 and I didn't think the game looked right. It was darker, but the colors otherwise seemed off to me. Also, update your drivers to the newest version; it couldn't hurt. Lots of people seem to be having issues with the spark shot tanking performance. I'll check to see if it gives me any issues tonight, but it might just been an optimization problem. I'm curious if you have any monitoring software that may show a CPU or GPU utilization spike when the performance drops? il serpente cosmico fucked around with this message at 20:38 on Mar 12, 2019 |
# ? Mar 12, 2019 20:36 |
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quote:They come to the conclusion that the game is constantly color correcting from scene to scene I could swear it does a lot more than that, even. I have this really interesting effect where that particular transition will result in the floorboards of the library looking like the water-covered streets do - it dials up the reflection setting in a way that makes them look distinctly wet, like there are puddles on the ground. It's kind of fascinating to watch them slowly turn back to regular glossiness, actually. I never would have guessed that internally, "wetness" visuals are just different values applied to regular surface reflection shaders. quote:Also, update your drivers to the newest version; it couldn't hurt. quote:I'm curious if you have any monitoring software that may show a CPU or GPU utilization spike when the performance drops? It's not like the actual framerate drops, either. The game just... stops, for varying lengths of time seemingly dependent on the size of the flash visual itself. Cardiovorax fucked around with this message at 21:01 on Mar 12, 2019 |
# ? Mar 12, 2019 20:55 |
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I think the spark shot performance issue is almost definitely a glitch with the game, given how widespread it seems to be on all sorts of systems. As for the weird swimmy effects you've noticed, the game's screen-space reflections aren't the best and can look distorted in certain situaitons. I wonder if the different lighting values during transitional color-correcting phases are causing elements of the scene to reflect for a moment when they otherwise wouldn't because of the different lighting values? It would be weird to assign the different surfaces different material values while the color correction happened.
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# ? Mar 12, 2019 21:05 |
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Oh it didn’t go away entirely, the game still looks a touch too bright Cardiovorax posted:I agree about the BT whatever settings, they're just unpleasantly drab. Also, the engine absolutely does that, you can even watch it happen when you do things like step through the door from the attic with the medal into the library, for example. The color of the light adjusts visibly. Sudden frame spikes can be a common problem with DX12 implementation, maybe change the rendering mode to 11 and see if there’s any improvement?
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# ? Mar 12, 2019 21:09 |
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Oh yeah, good call. DX12 implementation is bad with this game, and pretty much everyone should be playing it on DX11.
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# ? Mar 12, 2019 21:14 |
I don't know if I've played a single game where DX12 was worth using at all.
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# ? Mar 12, 2019 21:24 |
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quote:I think the spark shot performance issue is almost definitely a glitch with the game, given how widespread it seems to be on all sorts of systems. quote:It would be weird to assign the different surfaces different material values while the color correction happened. quote:Sudden frame spikes can be a common problem with DX12 implementation, maybe change the rendering mode to 11 and see if there’s any improvement? Cardiovorax fucked around with this message at 21:33 on Mar 12, 2019 |
# ? Mar 12, 2019 21:28 |
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Mr E posted:I don't know if I've played a single game where DX12 was worth using at all. Much like DX10 and DX11, it'll be worth it once DX+1 comes out.
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# ? Mar 13, 2019 00:06 |
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Does this game use more than 8gb of ram? I have an nvidia 980, and my cpu is a 3770k and the game is on an ssd. my ram is the only possible weak point AFAIK and I get a good frame rate with a sudden drop/stutter every now and then, especially if I look around. I'm just using the recommended settings. Is there an optimization breakdown anywhere?
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# ? Mar 13, 2019 00:38 |
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Did Capcom make any balance or difficulty changes to RE5 when they ported it to the PS4? A friend and I got the Resident Evil bug thanks to the remake and are making our way through it now but that stupid turret section and its boss are destroying us and we don't remember it being that hard.
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# ? Mar 13, 2019 00:42 |
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DX12 has its uses; iirc there are certain games that perform better if you have an AMD system (graphics and CPU) with DX12 than DX11. DX11 doesn't support the fancy RTX / ray-tracing features on Nvidia's new GPUs, either. BF5 and Metro: Exodus are the only two games that currently have official ray-tracing support (and it's only worth using in Metro, imo), but as that number grows DX12 will become more important. My understanding is that DX12 gives developers much more control over low-level CPU tasks and multi-threading, as well as management. But that extra control means optimization can be more difficult, since some of the easy / automatic stuff that used to fall on the API now falls on devs, and they don't have enough experience yet to squeeze out its full potential.
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# ? Mar 13, 2019 00:42 |
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redreader posted:Does this game use more than 8gb of ram? I have an nvidia 980, and my cpu is a 3770k and the game is on an ssd. my ram is the only possible weak point AFAIK and I get a good frame rate with a sudden drop/stutter every now and then, especially if I look around. I'm just using the recommended settings. Is there an optimization breakdown anywhere? Indeed there is: https://www.youtube.com/watch?v=7MvYJLU5FsQ&t=878s I don't believe 8GB of system RAM would be a bottleneck for this game, but you might be getting some texture swapping between the 980 and your system RAM that's causing stutters, depending on your settings. il serpente cosmico fucked around with this message at 00:48 on Mar 13, 2019 |
# ? Mar 13, 2019 00:43 |
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Jimbot posted:Did Capcom make any balance or difficulty changes to RE5 when they ported it to the PS4? A friend and I got the Resident Evil bug thanks to the remake and are making our way through it now but that stupid turret section and its boss are destroying us and we don't remember it being that hard. That was always low-key the hardest part of the game. I know a few different people who would have cleared the whole game on Professional were it not for the turret levels.
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# ? Mar 13, 2019 00:53 |
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Wanderer posted:That was always low-key the hardest part of the game. I know a few different people who would have cleared the whole game on Professional were it not for the turret levels. Yeah the timing and area to hit to interrupt the boss is already tight on regular difficulties and it just gets even tighter on Professional. Especially if you're co-oping over the internet and have even a small amount of lag.
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# ? Mar 13, 2019 00:59 |
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VoLaTiLe posted:Finally got Claire S+ and Leon S+, I forgot Leon A was alot easier. The re-playability is astonishing for such a relatively short game with a fairly tight environment. I don't know how Capcom took a decades old game, made so few real changes to it and still created something so fresh, fun and addictive but, yeah. Major kudos. It's rare that a game can "hook" me like this anymore since I feel like I've either seen it all or just don't have the time for 90 hour open world stuff but I mean god drat. They really nailed it.
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# ? Mar 13, 2019 01:05 |
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A lot of it is just in the enemy and weapon design. The old games were so rigid that you could literally count your bullets and know exactly what you needed to get through if you were so inclined. In REmake2 a single missed shot at the wrong time can be the difference between moving forward with no problems and instead being in caution and no healing items (or having to backtrack).
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# ? Mar 13, 2019 01:12 |
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Today I learned that although Mr. X makes a big scary entrance on Leon B run, he doesn't activate for good until you try to go to the Stars office sooooo I'm going to just take my time hoovering up everything on my first B run before I *OH gently caress new licker placements drat poo poo
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# ? Mar 13, 2019 01:34 |
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# ? Apr 26, 2024 18:29 |
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Jimbot posted:Did Capcom make any balance or difficulty changes to RE5 when they ported it to the PS4? A friend and I got the Resident Evil bug thanks to the remake and are making our way through it now but that stupid turret section and its boss are destroying us and we don't remember it being that hard. Wanderer posted:That was always low-key the hardest part of the game. I know a few different people who would have cleared the whole game on Professional were it not for the turret levels. I hate it. BiggerBoat posted:The re-playability is astonishing for such a relatively short game with a fairly tight environment. I don't know how Capcom took a decades old game, made so few real changes to it and still created something so fresh, fun and addictive but, yeah. Major kudos. It's rare that a game can "hook" me like this anymore since I feel like I've either seen it all or just don't have the time for 90 hour open world stuff but I mean god drat. Meanwhile a short 4-hour casual SP experience like RE2 will draw me back in over and over again because even after the tenth time around the fine-tuned design means it's still always progressing in a way that feels rewarding. Even going through the sewer section, which I think is somewhat crap compared to the RPD and Lab, feels rewarding once you're done with it. *Among other things, such as how/why RE managed to be the only fixed-camera series on PSX that succeeded in everything important and didn't look/play like utter poo poo, particularly when compared to the absolutely unspeakable waste of megabytes that was Men In Black.
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# ? Mar 13, 2019 03:36 |