NiGHTS into Dreams...

NiGHTS into Dreams...

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1080p and 60 FPS?
I keep getting burned by these Sega PC ports (usually limited to 720p internal rendering and/or 30 FPS). Can anyone confirm this runs 1080p and 60 FPS "out of hte box" before I plunge down by hard earned $8 on it? Thanks!
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Lol this post is still going on. I still don't see any issue with the game on my computer, and I'm not even running a big rig.
JohnTH, I have no idea where you got the idea the Saturn version runs at 60. The HD version runs better in every situation. If you don't believe me, I have proof: https://www.youtube.com/watch?v=CVhwt2qdMWo&feature=youtu.be

I would love a 60fps version of this game, but at this point I guess I shouldn't hold my breath.
I made a 60 FPS mod, and I thought those in this thread might be interested: https://gamebanana.com/mods/452518
Ultima modifica da Lily ❤; 1 lug 2023, ore 13:51
Messaggio originale di Jordan:
I made a 60 FPS mod, and I thought those in this thread might be interested: https://gamebanana.com/mods/452518

This is great! I think my comment on your video got scrubbed by YouTube's filter, so I'll just mention here that I made a thread a couple years ago detailing some of the other issues with the remake. Link is below if you want to have a look:

https://steamcommunity.com/app/219950/discussions/0/3158705742080695472/

Thanks for your hard work!
Messaggio originale di Saturn Memories:
Messaggio originale di Jordan:
I made a 60 FPS mod, and I thought those in this thread might be interested: https://gamebanana.com/mods/452518

This is great! I think my comment on your video got scrubbed by YouTube's filter, so I'll just mention here that I made a thread a couple years ago detailing some of the other issues with the remake. Link is below if you want to have a look:

https://steamcommunity.com/app/219950/discussions/0/3158705742080695472/

Thanks for your hard work!

Thank you, that's a big thread. No I did not get your YouTube comment. Most of those things I did not know about.

Analog should be fixed in my Input mod, which can be found on the Nights page. It removes deadzones. It also tries to restore the slower precise Visitor movement when not pushing the stick fully. That's something that doesn't seem to be on the thread. I restored this Visitor movement by eye, it probably isn't accurate. Stuff like going downhill is also a bit dodgy as the Visitor, it keeps seeming like you are getting stuck.

Drill dash speed, I haven't noticed. I don't have much experience in the game, and unfortunately I'm not skilled enough to try reverse engineer the Saturn game. Theoretically I could probably get a good idea of what the speed is and what it is meant to be by just drill dashing in a straight line on the first lap on a stage on Saturn then on PC. Then I can try find where the drill dash speed is applied and adjust it accordingly.

Overhead speed, I also haven't noticed. Once again, I could probably do small laps in an overhead section, or go from the Garage to the Ideya Capture in Mystic Forest.

I haven't noticed the Dash Panels either. I can't really think of a way to measure this, but at some point I might experiment with that tree that is mentioned.

I'll stop mentioning the things I haven't noticed. Its most things. Once again, I don't really have too much experience in the game nor its ports.

Stick Canyon lighting, yup its dark. I'll maybe look into that since I was Reverse Engineering lighting today. I think the vertices on the ground itself is dark. I wonder if that's part of the model, or something done in code, or the shader?

Boss Shader. The value that is read to set LightAndSpecularEnabled in the shader is just not set to 1 when enemies or items are being drawn. I don't know why. I just spent the last two days looking for that value, and I have written some code that sets the value to 1 when drawing enemies and items, giving them their lighting back. Expect that mod to be uploaded within the next two days. Probably tomorrow.

As for lowering Clawz 2.0 requirement, that's the thing on the list that I least want to do. I do agree, that fixing their AI would be too hard, but I don't want to make things further than the original game, not here anyways.

There are other small details missing in the ports too. Like Reala's boss room is meant to have flashing lights at the top I believe. Transparency on the Saturn was done through dithering, I'd like that on PC for Sega Saturn Dreams. PS2 Sega Saturn Dreams has Nearest Neighbour filtering. I have written code to make the filtering Nearest Neighbour on the PC's Sega Saturn Dreams, that will also be uploaded within the next day or two.

Overall, don't expect me to fix or look into anything on this list, but if I've got free time and I'm feeling like it then maybe I will.
Messaggio originale di Jordan:
I made a 60 FPS mod, and I thought those in this thread might be interested: https://gamebanana.com/mods/452518

This is incredible game looks amazing in 4k running at 60fps, only thing they could better is you can make it run at 120fps don't know if that's possible, but you are a legend for this
Messaggio originale di Eclisis:
Messaggio originale di Jordan:
I made a 60 FPS mod, and I thought those in this thread might be interested: https://gamebanana.com/mods/452518

This is incredible game looks amazing in 4k running at 60fps, only thing they could better is you can make it run at 120fps don't know if that's possible, but you are a legend for this

120fps would be an extremely high amount of effort compared to 60fps. The only reason I was able to make the 60fps mod was because the game essentially already runs at 60fps but with a 30fps cap. Removing the cap is simple, but to make the game run above 60 would involve a big rewrite of a lot of the game.

Changing the speeds of everything would work for some things, but otherwise things like Animations or Replay date is stored per frame, they rely on each frame increasing an integer once per frame.

The only way that it would be feasible would be through linear interpolation, which would involve separating the updating of objects, and the rendering of objects, then storing every objects position for the last frame, and then when rendering interpolate the objects position between its last frame and the current frame. This isn't too bad if the game is fully decompiled, and code can just be moved around, added or removed, but Nights is barely getting its code Reverse Engineered at all.
Which is a shame, as I would love more 120fps game. For example, Nights adjacent, I feel like most Sonic games would benefit from 120fps, the only one that I know of is Sonic Colors Ultimate, and it has its own issues.

Back when VVVVVV had its source code revealed, I did make a mod for it that ran the game at above 30 fps, and above 60 fps if you had a monitor capable of it. I did that through linear interpolation, I think it worked great. It became obsolete as the same feature was added to the main repository but better.

So for now, and the foreseeable future, 60 fps is the limit.
Messaggio originale di Jordan:
Messaggio originale di Eclisis:

This is incredible game looks amazing in 4k running at 60fps, only thing they could better is you can make it run at 120fps don't know if that's possible, but you are a legend for this

120fps would be an extremely high amount of effort compared to 60fps. The only reason I was able to make the 60fps mod was because the game essentially already runs at 60fps but with a 30fps cap. Removing the cap is simple, but to make the game run above 60 would involve a big rewrite of a lot of the game.

Changing the speeds of everything would work for some things, but otherwise things like Animations or Replay date is stored per frame, they rely on each frame increasing an integer once per frame.

The only way that it would be feasible would be through linear interpolation, which would involve separating the updating of objects, and the rendering of objects, then storing every objects position for the last frame, and then when rendering interpolate the objects position between its last frame and the current frame. This isn't too bad if the game is fully decompiled, and code can just be moved around, added or removed, but Nights is barely getting its code Reverse Engineered at all.
Which is a shame, as I would love more 120fps game. For example, Nights adjacent, I feel like most Sonic games would benefit from 120fps, the only one that I know of is Sonic Colors Ultimate, and it has its own issues.

Back when VVVVVV had its source code revealed, I did make a mod for it that ran the game at above 30 fps, and above 60 fps if you had a monitor capable of it. I did that through linear interpolation, I think it worked great. It became obsolete as the same feature was added to the main repository but better.

So for now, and the foreseeable future, 60 fps is the limit.

I see, 60fps is incrediby smooth in this game, smoother than sonic game running at 60 so 120fps would probably be over kill anyway

good job
Messaggio originale di Jordan:
I made a 60 FPS mod, and I thought those in this thread might be interested: https://gamebanana.com/mods/452518
Thank you so much for making this mod and fixing so many other issues with the PC port. The biggest hurdle for me that kept me from fully enjoying the game was the unnecessary deadzone Sega introduced in the game (and other Dreamcast era PC ports) that became a hindrance for controlling the in-game actions compared to playing the Saturn version, but thanks to your mods the controls feel like a dream to play with a modern controller. The game looks amazing too running at 4K 60 FPS on my aging PC.
Messaggio originale di Jordan:
I made a 60 FPS mod, and I thought those in this thread might be interested: https://gamebanana.com/mods/452518

LEGEND. This game is sooooooooooooo much better at 60 fps. And tbh 30 fps kills my eyes because my monitors minimum for gsync to kick in is like 37 fps. So before this mod it was 30 fps at 165hz. Horrendous. Now it syncs up and is butter smooth, thanks!
Messaggio originale di midori:
Messaggio originale di Jordan:
I made a 60 FPS mod, and I thought those in this thread might be interested: https://gamebanana.com/mods/452518

LEGEND. This game is sooooooooooooo much better at 60 fps. And tbh 30 fps kills my eyes because my monitors minimum for gsync to kick in is like 37 fps. So before this mod it was 30 fps at 165hz. Horrendous. Now it syncs up and is butter smooth, thanks!
30 FPS is 30 FPS regardless of the Hz, aren't they?
Messaggio originale di Ikagura:
Messaggio originale di midori:

LEGEND. This game is sooooooooooooo much better at 60 fps. And tbh 30 fps kills my eyes because my monitors minimum for gsync to kick in is like 37 fps. So before this mod it was 30 fps at 165hz. Horrendous. Now it syncs up and is butter smooth, thanks!
30 FPS is 30 FPS regardless of the Hz, aren't they?

Sorta, if you dont have gsync on and your refresh rate is higher, it's going to feel/look worse. If you have gsync it locks your refresh rate to your fps (to a certain threshold, mine is 37ish, gsync ultimate lets you do it from 1 fps). So this patch just enables gsync to kick on and sync my monitor's refresh rate to 60 hz/ 60 fps (butter) instead of 165 hz / 30 fps (headache).
Ultima modifica da midori; 14 ott 2023, ore 14:50
Messaggio originale di Darkfalz:
Hopefully these ♥♥♥♥♥♥ 30 FPS console ports will come to an end when PS4/XBOne are released - this is a joke. Lost my sale, SEGA. I'd rather play the Saturn version on SSF, at least it's 60 FPS!

10 years late, I know. But the Saturn version was a very locked 30FPS. And barely even stuck to that.
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