#Silent Hill 2 - Scattered Paths
5281 messages · Page 6 of 6 (latest)
When the remake plays like a CPU clock dependent PS1 game
the hair of the characters still jiggles without the mod
There's a mod that uncaps cutscene fps
The overlay for when you get low on health?
If so, there's a mod that changes it to the original
cutscenes seem to be capped at 30fps to feel closer to original, as if they're prerendered videos
Common to cap cutscenes at 30 so that you can increase all the visual settings and use heavy fimlic post processes
Doesn't tend to have to do with any art direction
uncapped they seem to run as well as the rest of the game though
Can confirm. The animation also looks awesome at high framerates
Yup that's normal
It's just very common to see when devs are not confideni in the performance of a game
And we know this remake has had a ton of perf issues
Mind you it's not a practise I endorse in any way
It's just fairly common
Proof that we truly do live in a society
Tried the newest runtime with SH2 and full EE feature set enabled and it doesn't seem to crash anymore. (all the other issues regarding textures turning white and lights/fog not picking up sadly still present)
Aaagh 😭 I haven't been able to test anything recetnly due to having broken my arm
But that fuckin' sucks to hear :/
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- PS5 Pro replaces FSR with PSSR to scale the resolution. This causes noise and artifacts in all reflections and ambient occlusion.
- In performance mode, vi...
"Simply Broken"
Did the ps5 pro patch for sh2r come out yet?
nope
kinda looks like PS5 Pro attempts the raytracing instead of lumen, or maybe hardware lumen instead of software one. but utterly fails at denoising. on PC if you use DLSS with ray reconstruction, there's also some glitchy shimmering on objects that aren't in focus, but you only really see it during cutscenes
I think it looks like fsr and pssr are both functioning at the same time which lead to visual glitches
It's been a week now. Still no sign of any patch.
Pretty crazy that they just leave a PS5 console exclusive busted like that
And the current 1.0.5 version still has severe bugs that make the game unbeatable at some circumstances
Pretty sure they hotfixed that
I finished the remake today having never played the original. I gotta say I absolutely adored it, went way beyond my expectations. I'll spare the full yap review but I enjoyed it so much that I really want to play the OG someday just to experience the differences in acting/game design that were largely a product of the time, to see how that conveys the story vs the new one. I hope this project finds more steam in the future because I'd really like to play the original with cutting edge rendering
I'm glad they remade the game because I don't think I would've ever cared to experience it otherwise. Now I'm a SH2 enjoyer, probably in my top 10 games of all time
In my rizzless dreams,
I see that gyatt.
Skibidi toilet.
I'm suing you
Look man I don't know I just read the words in the script don't ask me why it says that
Original Post
https://twitter.com/indeimaus/status/1783881281782362429
Music
Silent Hill 2 - Mary's Invitation
Twitter - https://twitter.com/VoiceQuills
Twitch - https://www.twitch.tv/voice_quills
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Throne - http...
Edging for you
This is why Nvidia won't help with compatability.
Hah
The remake is pretty good
I don't feel like the original needs to be touched now
Did you play the original though?
Because whilst the remake is certainly more competent than I expected it to be, it does in no way replace the OG
It doesn't replace the og
I agree
But I think it's so good, that you don't really need to give the OG a graphics overhaul.
Play the remake if you want a longer better looking game
And play the OG if you want the original experience
I don't quite agree there, I know many who actively avoid playing the OG because of the dated visuals.
Whilst I myself am not sensitive to older looking games, sadly many many folks out there are
Having updated visuals would give many a reason to actually try the OG and experience the things the remake missed out on
I'm definitely with traggey on this one. I love the remake but there's some value in preserving the original experience in higher fidelity. I can't see myself playing the original with the OG visuals mainly because I think it relied greatly on CRTs and I wouldn't get the intended experience. With a modern coat of paint that's no longer a concern
That and just an interest in experiencing the source material in general. To see what bloober was starting with before cooking up the remake. I imagine for me it'd give me a greater appreciation for what they pulled off
The enhanced edition looks really good at 4k 60fps with all the settings turned all the way up
That it does ❤️ For a PS2 game it holds up amazingly well
The OG has the iconic fixed camera angles, still the best version of the soundtrack and I don't like some of the boss changes in the remake. A path traced version of that would be still #1 for me
I always thought that rtx could make the game a little scarier with more realistic lighting
So the 'game wasn't patched yet' statement was misinformation
Bloober Team's Silent Hill 2 remake is a game that surely only stands to benefit on PlayStation 5 Pro, owing to its superior upscaling capabilities and enhanced ray tracing. However, this one turns out to be a bit of a mixed bag: the enhancements aren't a clear cut improvement, and using the disc version of the game with no Pro patch, there's an...
Isn't TSR scaling quite good? At the given resolutions I would expect the non Pro version to look better. Haven't seen the video tho
It's more blurry but less flickering
The tsr injection for sh2r was badly optimized
just did to do
I've already made one myself thanks! For future you should probably ask mod makers first ^^
I just let it to exist, unlike my other works, i have no wish for this to be used
Aaalrighty then!
I bet your looks much better than my shit
It's not finished by any means yet.
Been doing some testing with the latest stuff
My replacement assets no longer load
So that's cool
Could it be that the hashes are somehow different from previous runtimes?
Maybe, that'd be really weird tho
Hard for me to do deep dive tests atm since I only have one working hand
In positive news though, the games performance is much better than it used to be
So that's something
The tabbing out issue seems to have been fixed, so that's nice!
Still no fog, no lights, no replacement assets
From current version of logo i don't like that "RTXREMIX" is wrote together, it just looks bad and i wonder why its even like that in a first place, as for "Scattered Paths" logo itself, that's really look good
Okay!
Ugh, the inventory slowdown issue has gotten worse, it now just causes a hard crash the second you open the inventory agian
It seems very inconsistent though, some gameruns it is back to running terribly, others it causes instant crash
This game seems to be quite the enigma 
M'yeh.. Really starting to think the project will prolly never go anywhere due to these issues
Hehe don't tempt me!
geometry hashes look stable to me
taking a scene capture crashed the game
@vagrant hazel can you remind me why you wanted to avoid using the vanilla game as the basis for the remix project? so far vanilla seems to work pretty well all things considered works fine with EE it seems so no point bothering with the original
the overlook at the start is also stable
but seems like the issue of crashing when taking captures is consistent. Then again I did literally the bare minimum to make this work
installed the enhanced edition mod and followed traggey's install instructions. So far so good, some ways it's better than the original in terms of how cleanly remix works with it
also using frame generation makes it possible to play at 120fps. Which to my knowledge wasn't viable previously due to the game logic being capped at 60. FG bypasses this
captures are still crashing the game. There's probably something I'm missing
really glad the remake introduced me to this game. I'm excited to play through the original with time and should the Remix project continue I'd be honored to contribute art where the quality of my work might allow it. Traggey's work so far has been nothing short of stellar so I know the bar is high
Fun fact the originals is locked at 30 and the Enhanced crew worked magic to fix it at 60 (anything above just hard crash's the engine)
yup. With vanilla you can do 60fps with frame generation since the internal framerate is 30, then that goes to 120 with the mod. Pretty good way to play, no frame gen artifacting at these framerates. Just need FSR3FG so everyone can benefit
lmao
Does anyone know of a way to see the whole town of silent hill 2 in like a 3d model viewer of some kind?
is that the sam and max font
It is
@vagrant hazel Are you still working on remixing SH2, or you scrap it?
I have not given up but the game has not gotten any more functional I'm afraid so I can't continue working
Arm good?
Slowly getting there, doing physio therapy right now, thanks for asking man, I appreciate it
Np. I care about the homies.
Aw, that's terribly nice of ya
Very fair X)
Is there problem with Floating Point in SH2?
Extremely so yes, it's fine at the start of the game but the farther you move away from the games origin point it gets worse and worse
Same in SH3
Akira Yamaoka is gonna hold a concert in Shanghai at 4th of May. But i don't really feel like traveling 😢
Thoughts on SHf
Go
If this is to be trusted, then it's going to be a game for the generations
I love the works by the creator, so I've got my hopes up! Will reserve judgement until actual gameplay is revealed
Gotcha. Looks like it's going to be amazing. The trailer was really good.
Yeah for sure! I really enjoyed what I saw, the Silent Hill fan in me is confused as to what any of it has to do with Silent Hill, but I'm here for the ride
I don't care. Just make it scary and I'll eat it up
but Ryukishi07 has been writing poorly ever since he finished Umineko
I- I mean... Yo-you're... you're not wrong...
I just read that he's gonna be in a music festival here too but only with 2 songs
watching the reveal i thought "finally a Silent hill game again" haven't felt this since just before they canceled what PT was supposed to become
Silent Hill 4 is just updated by GOG
ooooh neat its already on my wishlist maybe ill actuall get it at some point
Bought it on day one 😉
Oh neato!
I'm late to see it but good to hear. Serious stuff given how long it's been affecting you. Wishing you a speedy recovery from here on, sounds like you've hit big milestones 🙏 you're an incredible artist and I'd love to see your craft once again
Aye, can confirm. When I tried it myself it's actually in a pretty okay spot from my limited testing. Other than the frankly massive issue of taking scene captures crashing the game. On the other hand it's been a real joy slowly playing through the original here and there w/o Remix, and I'm certainly inspired to work on it in some capacity when compatibility/stability with Remix improves. I've lost a good amount of steam on RC tbh, but SH2 has quickly become quite special to me thanks to the remake introducing me and I want whatever work I might contribute to really do it justice. I won't be satisfied with "good enough"

who blocked you?
.
.
Gonna necro this chat for a sec to say i just tested on most recent unstable build and the menu crashing doesn't happen anymore and the performance is for sure an improvement!
I recall it being mostly fine when I tested a while back. It was the crashing on taking captures that was a big issue
geme 5
i can capture scenes
here is the scene in blender
Yeah captures have always worked 🙂 That's how I started doing the bathroom and Overlook scene
They were broken when I tested. iirc I didn't run into the problems you were having but I guess there was a regression with captures in particular that's now fixed which is good. What are the remaining issues of note?
No fog or light sources being picked up is the big one
Unstable hashes on James means no flashlight
which makes the game unplayable essentially
Has anyone tried integrating the remix API? That would get around this
would that be possible without having to rewrite the enhanced edition dll's?
Maybe an asi loader?
my understanding is you don't have to edit any vanilla DLLs to implement the API. But I don't have the knowledge to point you in a solid direction. Could probably find the documentation somewhere
xoxor to the help
i am the last guy to ask about this i am a super noob to programming (i am learning the very basics of C# right now in unity)
@onyx lance Xoxor my beloved, I wish to inquire as to your interest in helping me getting this running!
I'm afraid that for RTX Remixing SH2 we don't need Enhanced Edition, because it patches a lot of things and rewriting a lot of VS in game, as I understood from looking in src of EE. Maybe just WidescreenPatch, or idk
https://github.com/elishacloud/Silent-Hill-2-Enhancements
We need RE vanilla game for sure, to make work simpler, or maybe I'm wrong
https://github.com/Sparagas/Silent-Hill/blob/main/docs/Konami skeletal model games.md
There's a struct for skeletons in SH2
https://github.com/stars/Sparagas/lists/silent-hill-2 (a lot of repos for SH2)
https://github.com/Polymega/SilentHillDatabase/blob/master/SH2/Files/mdl.md
https://github.com/Polymega/SilentHillDatabase/blob/master/SH2/SH2 PC memory addresses
Memory addresses and RE of .mdl format
It fixes, but still didn't mean to integrating Remix. I mean that Fog shaders, shadows, and a lot of stuff were rewrote by SH2:EE devs, that can be a potential problem, but we can disable all that patches as far as I know
all that replace original shaders need to be disabled
also SH skinning need to be retranslated to FFP
Yeah in my original guide to getting it working I mention disabling all the visual options in EE
In SH3 for now I can't push draw distance of engine far away, and this cause problem that not all lights are picking up, before you get closer to them
original fog shaders must be disabled, how sadly this is sounds, but it has 2 layers
2D drawed sprites and just cut off fade draw distance
Volumetric Fog can be great replacement for this
you literally need to fully understand how game works and understand it
to make full comp. mod, that because I am amazed of xoxor
this guy is crazy(in good point)
buuuut, It's possible
100%
Even with my crooked hands I made something simple to see that is possible
But if we can't replace model from Remix, we still can make that HL2 RTX devs made, just replace model from game, in SH3 it possible, and will required, because of blend shape facial animations, SH2 doesn't have it
much simpler joint facial animation
But SH engine is naughty, and can reject new models, sometimes it can be fixed with 4gb patch for .exe
assuming it's running into RAM limits, would moderately high quality skeletal meshes actually increase RAM usage by a notable amount? Since all other assets including high res textures would be brought in through Remix
True. In fact, if it were possible to replace textures within the game, you could intentionally reduce the resolution of the in-game textures so that Remix could replace them with the high res versions in order to save some RAM.
One modder of SH3 from Nexus Mods wrote about crash problem with replacing models in game, and it can be fixed with 4gb patch, so...
Also UI VS must be rewrote either. Game use fade transitions between levels, and in interaction with items
Capturing last drawed frame, and alpha blend black rectangle simply
I just kinda find it so weird that the game used to work, especially so in the early beta test versions of remmix
And then at some point it just stopped
I tested 1.3.6 with Remix, it looks like it works as before
unstable hash on skinned models, wrong translation VS's when interact with objects(game pauses and textures gone white), no light detection, game engine culling object on distance
and extremely low framerate in options(maybe because of patches of EE)
they are rewriting options menu
Yeah, it seems to work the same as ever
@onyx lance Apologies for pinging again! I too follow Kims sentiment of being willing to throw cash your way for assistance on this ^^
If, then only after the work is done 😛
But wasnt this game remastered already?
The remake is a completely different game, I want to maintain the original ❤️
The OG is a classic adventure based survival horror with fixed cameras and such, whilst the new one is a more action focused third person shooty shoot
The crux here is that the game actually USED to work with remix, best compatability is the with the very first beta test some of us were invited to
But as remix has gotten updated, the compatability degraded to a point of no longer running
I'd chip in if SH3 also gets some love 😏
Speaking of the others
Silent Hill 1's Decomp project is almost 100 % done!
So we'll have a native PC version that might hook into remix too ^^
I'd legit pay 1k for SH1 RTX
I may but I already have so much on my plate 😂
I'm easily over 30 hours on carbon already but the end is somewhat near
Damn dude, you could be doing this fulltime at this point X) No panic! But do let me know if you find the time to peek at SH2 ❤️
50/50 split with my day to day job and this would be perfect
I have some texture sources from SH1
Haha good'ol Robert! Of course you do!
Yeaa! The research has slowed down, but I still hope to find more content that Team Silent would have used in the textures and sounds of the classic trilogy 
It's such cool stuff ❤️ I love seeing what you find
Something is going on... 🫣
It might be wise to find as many as possible before all the obscure site links go offline or AI bots fill the internet with so much garbage that it becomes impossible to locate them
Yes, we need dump all info here somehow, references to textures etc. because it come with time unavailable, and hard to search.
this web could help with references and arts from devs
not much, but it something already
Holy balls what's this?!
A bug fix on MY Sh2 reports?!
I can hardly believe it, let's goo!
I saw a bunch of old github issues getting replies, best check what commits they are actually referring to. Some of it is just old stuff
Aaah, fair fair!
Oooh!
Since the light translation Github issue got closed I went back and this time actually managed to implement the flashlight
Forgot to mention it's actually hooked up to game logic
So straight up the game works now?
I've been fixing it here and there.
Currently have implemented:
- FFP conversion of world and characters (no skinning though because apparently no actual skinned meshes are passed through to Remix?)
- fog injection (just the simple fog for now)
- fixed texture issues/weird white background during text overlays
- implemented a basic gray skybox so you get proper sky lighting
Still to do:
- implementation of complex fog somehow (hard to do because PT doesn't like moving particles like that)
- issues with certain objects, entities misplaced
- remove culling
- fix blood/footstep decals (might be an EE problem)
and prob some other things I forgot, I've been just doing this here and there for a while now
Looks really good tbh, how did you manage to get the torch to cast light but not bounce around the scene?
There is light bounce, it just maybe not obvious with stock Remix tonemapper settings
This is how it'd look with light bounce off
Ah so there is, I thought it would be an aesthetic choice as lots of horror games do that for the lights.
So hyped especially after that disappointing remake(demake).
I will not fall for the bait
not a bait OG fans recognize trash for genz tourists..
Damn, a double bait. He’s good
I feel like it makes the most sense to use Remix’s volumetric fog first and foremost. Representing wind is probably something to look into down the line with a different method than what the vanilla game does
FUCKING SICK DUDE!!
Duuuuuuuuuuuuuude you're doing this yourself?!
Absolutely amazing
I'm just about ready to kiss you
Depends on your definition of "yourself" because I did use GPT to implement that stuff
TLDR its vibe coded
Which seems to be enabling a great many things that fully experienced programmers simply aren’t around for
If it works I'm willing to take anything at this point X)
Yeah, that's where I'm at with that stuff as well. If the only alternative is games staying incompatible forever then might as well try AI. And considering SH2 compatibility was only stagnant or regressed these past years.. 🤷
But I'll not claim victory unless I come up with a good way to do the complex fog effect 
You've already done bloody brilliant!
decals/2D fog is hard to implement I guess, they and redners on top of every geometry, I have this issue in SH3 either, also skinning can be made in Remix. The main problem of SH3 that game draws already skinned meshes, and remix waits and unskinned(T-pose) meshes, and it cause double skinning, but I made thing that if we cache meshes of 1st frame it appears and invert them, Remix capture correct structures of skinned mesh
also game dividing meshes on segments, it's horrible
But that's really good progress
@proper grail also try enable volumetric fog in remix, and walk with flashlight enabled in game
see what happens, in my implementation of flashlight, volumetric fog is ghosting (I think because of unstable hash, light change hash when moving)
Also in cuscenes same issue
moving objects in cutscenes are just single bone skinned meshes
hard to capture sometimes
Unfortunately my Anthropic account was banned, because I used proxy to use it, and my coding skills not enough to do it with own hands xDDD
The volumetric fog in RTX Remix ghosts in a lot of instances sadly, like only in the absolute optimum case does it actually look solid. Add any motion to it or like you mentioned lighting it directly and it can fall apart. I had other games where you can just forget using it. The solution will need to be some sort of new implementation of fog I think

