Disabling framebuffer emulation is a really big compromise. So until then, I wouldn't worry about it. He did say it would be easily possible to restore depth buffer access as an option that could be enabled even when framebuffer emulation is active, which would be really great. If you're using the current versions of P64 (2.3.2) and GlideN64 (2.0), are you sure you selected openGL, and does reshade work otherwise? It won't really matter for the time being anyway, since gonetz said that the next version of GlideN64 won't allow depth buffer access when framebuffer emulation is disabled, meaning the effect won't work anymore. When the pack is done I do intend to put a full resolution version up, though.įor ambient occlusion, I just opened Reshade and under "game" selected my project64.exe and chose the "openGL" radio button underneath, then went through the tutorial that launched with the emulator and that was it. I'm using a 1080p screen, and in this case higher resolutions would actually look worse. I downscaled the textures in the first place to avoid the moire patterns and graininess that occur when the textures are too detailed for the screen resolution. All I'd have to do for a full resolution version is export the images again, but there wouldn't be a benefit unless you had a 4k monitor. Thanks for looking, and be sure to let me know what you think. My ReShade configuration is included with the pack if you want to use it. The screenshots above were using ReShade in order to add ( subtle) new lighting effects to the game this enhances the visuals but comes with a few compromises like reduced performance and occasional glitching. Second pass- Once every texture and character been addressed, I'll go through the game again and replace any textures that I feel could be improved (pretty much everything recognizable as a photo is likely to be replaced and hand drawn) I'm not sure whether it will be possible to do anything drastic, but hopefully I'll be able to improve the main character models. None of the textures are final yet- here is the road map for the pack:Įnvironmental textures- I plan to finish all of the areas of the game by fall of this year.Ĭharacter textures and model edits- I'll attempt to do some model editing to increase poly counts and remap the textures to allow for more detail.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |