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I don't recall but i've seen them before possibly a recreation since they've been blown up and the aspect ratio is wrong all textures from the game are 320x240 it's a bad idea to stretch them to 640x480 your lowering the quality unless your gonna apply some kind of filtering both those textures are pixelated.
It's a possibility that they were taken either off a 1.5 demo disk OR a retail RE2 disc (that contains the 1.5 data) and were screencaptured via an emulator which could explain the odd aspect ratio (the emulator I use forces the ratio to that actual size, without any modifications with absolutely no regard to what game disc I'm playing off) and how the textures aren't too distorted in contrast to what you'd see if you were to just resize it.
*Shrugs* I think I haven't seen those two before Helegad, but I guess I haven't dug through 1.5 deep enough yet. It would be great if they ARE two new ones... regardless if they aren't, it's always good to see something you have never seen before.
The PS1 outputs in 640x480 it doubles 320x240 textures and applies a Bilinear filter of it's own, so really if we wanted we could apply Anisotropic filtering of our own first to every texture before hand to further improve the image quality using some graphics editor like GIMP but then again this isn't really necessary if ckeo is applying filters on the fly when he's creating the 3d objects and final render.
I'm not even sure if 320x240 / 640x480 is a true 4:3 aspect ratio anyway back then 16:9 widescreen wasn't all that big so back when the ps1 was created "94/95"? it was only made to support 4:3 at 480i? the clearest image you can get is from a rgb scart cable too since they never made a component cable for it.
4:3
8:6
16:12
32:24
64:48
128:96
256:192
512:384 - The ps1 would fit into this category?
1024:768
2048:1536
The PS1 outputs in 640x480 it doubles 320x240 textures and applies a Bilinear filter of it's own, so really if we wanted we could apply Anisotropic filtering of our own first to every texture before hand to further improve the image quality using some graphics editor like GIMP but then again this isn't really necessary if ckeo is applying filters on the fly when he's creating the 3d objects and final render.
I'm not even sure if 320x240 / 640x480 is a true 4:3 aspect ratio anyway back then 16:9 widescreen wasn't all that big so back when the ps1 was created "94/95"? it was only made to support 4:3 at 480i? the clearest image you can get is from a rgb scart cable too since they never made a component cable for it.
4:3
8:6
16:12
32:24
64:48
128:96
256:192
512:384 - The ps1 would fit into this category?
1024:768
2048:1536
From some PSX DEV notes...
GPU - Graphics Processing Unit
------------------------------
The GPU handles graphics processing, including on-screen display.
It has it's own separate 1Mb memory, known as the Frame Buffer or
video RAM.
This is best thought of as a 1024x512 '2-dimensional' memory space.
Within the Frame Buffer you define an area to be the Display Buffer.
This area is where the GPU prepares the display before sending it to
the television.
The Display Buffer can be located anywhere in the Frame Buffer, but it
makes sense to locate in the top left of the Frame Buffer (0,0).
The width and height of the Display Buffer should be set to the screen
resolution you require, commonly 320x240.
This diagram illustrates the Frame Buffer and Display Buffer:
The remainder of the Frame Buffer is used to store sprite and texture
data (in the PSX's TIM graphics format).
The main system CPU cannot see the Frame Buffer, and it can only be
accessed via the GPU.
To display a sprite on the screen, the texture data must first be loaded
from main memory into the Frame Buffer, from where the GPU can display it.
So it sounds like the ratio output can be controlled from within, but by common practice 320*240 would be normal (although Codemasters included widescreen options in Colin Mcrae)
c2keo's background recreations are pretty darn good, imo. Yeah they obviously aren't absolutely perfect, but he's done the best job I've seen so far and usually the only way to tell which is original and which is recreation is to seriously analyze and compare the small details. We've been trying to recreate the entire known media of the RPD as accurate as possible, and then create a working guessed map and create original work for the rest of the unknown stuff in the RPD and sewers and make them available for when/if someone can use them to create a playable game or mod of 1.5. Dominion is more interested in working on Dark Biohazard atm, and nobody else seems to have the capability right now to use them in a way most fitting anyway.
Nobodies knocking them their brilliant, I was just pointing the aspect ratio was wrong.
I can't even imagine how long it'd take me to do one angle, I doubt I'd even be able to do it, I think i'd suffer a mental breakdown first.
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