Reply 220 of 270, by Yoda1776
Joshhhuaaa wrote on 2022-04-02, 18:33:lowenz wrote on 2022-04-02, 16:23:Joshhhuaaa wrote on 2022-04-02, 02:12:If there was some easy fix that could be applied to SCCT Versus to replicate how SC1 handles 16:9, that would be amazing but I would assume that is extremely difficult to modify if not impossible to do with these games.
Try to contact ThirteenAG!
He has no interest in doing work for the Versus modes. I've contacted a few people.
Been trying to get widescreen to work with reshade. Cant seem to figure out ENB since I already have what I want formulated which sounded promising a way to make both work alongside one another. Any tips? I see you are the Steam guide guy for the first game.
Also looking at your upscaled videos, im kind of wondering if its even possible to launch texmod through this esoteric modified installer. Thats a huge download sir for a maybe though when im done with my project its going to be moving its way toward 30GBs and thats not including the video upscales of yours. Its a new game at that point. There is probably a better way to sort of install these textures direct into the game like how someone did with Tomb Raider Anniversary. If I was going to program a bot, the priority would be something to fix reshade being at the end of the graphics pipeline if I can help it. Thanks.
Looking for anyone who wants to help. So far one other is working on mission 4 and it is unknown how much he is willing to do.
Since I ended up double posting ill link more photos.
Edit: Im seeing DG Voodoo was fixing something to do with lighting in Chaos Theory? When i tried DG Voodoo last I was stuck in shader model 1.0 which you would think would hurt lighting more than anything. Especially emulating a Geforce 4. Wish DG Voodoo could force the game since its a wrapper to accept BC7 instead of what I can only assume is DXT5? Youd think a wrapper could do something like that especially if the games code allowed for it. The compile times to get in are pretty bad, but maybe if I knew what compression the game used and could just place the .DDS files or whatever it wants into the game properly it wouldnt need to convert the PNG/TPF into what it needs to not slam into the memory walls im at.
Edit 2: I tried your 4k upscaled video pack but it walls us at 1.1GBs max (Instead of about 2.4GBs) for texture buffs. I can also upscale the in game UI so the stuff you didnt do can probably be done too. The catch is its going to need some kind of bot that can overlay the higher resolution video instead of pooling in the actual game code for things to be interestingly running in parallel. I will have to do this with Warcraft III since the dev doesnt even care their shadows flicker with the deterministic real time videos since the depth buffer relies on what we are using with reshade. Id like to use some kind of lossless 4k that just crushes down to 1080 like supersampling if thats what most people have. I imagine the game is old enough having one loop looking for pixel value combinations, or sound pixel combinations would be reasonable if it wasnt entirely in slow python since im noob and not the legendary Dege. That and a lot of the tools already exist but ill have to make them specific to this one game, and probably figure out how to convert a lot of them to C++ extensions so they arent trash. This would take me likely years FYI. Sorry ive strayed a bit off topic but Chaos Theory was never announced, though it probably will be remastered along with the first game. The value of this is it in like 5 years time will run on run of the mill IGPUs that rando college students would have. A 4800U (Todays tech) is a bit higher end for an APU but it has the compute to push the pixels even with my ray marching + path tracing raytracing screenspace only (for now) mod. I have a dirty hack in mind to make it non screenspace only, especially since I can alter FOV in this game. Another question I had, do any of you off the top of your head know what the widescreen patch is talking about in regards to shadow filtering for Chaos Theory? I havent had time to test it, and id probably have to look at side by side screenshots to even tell the difference. Most of the time jacking with it in Unreal does nothing, even when its exposed to the user without this kind of sorcery.
Edit 3: Guy helping project now is looking to find best compression type given we dont know what the engine is actually doing beyond its compressing our PNG TPF into X, im guessing DXT5? Hypothetically we can use the DDS file method somehow and store it as a BC7, and ideally, the game doesnt just convert that to DXT5 again defeating the purpose. You wizards should help. Also there appears to be some evidence texmod TPFs are duplicating stuff? Not too sure about whats going on yet. BC7 didnt work. DX11 only and engine probably wouldnt bite even with DG Voodoos blessing.
Edit 4: I managed to figure out the engine nuance. You guys should check out my work now that its a lot better.