Resident Evil

Resident Evil

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Prerendered Or Real Time?
I don't want to create a discussion for an arguement about who's right, I'm making this, to find out what's the truth... Maybe someone can answer the ever left unanswered question about Resident Evil Remake, "Are the rooms pre-rendered like the original? Or are they 3D Modelled?" Of course, they are 3D modelled at some point. I'm not a dimwit, I know how the Resident Evil (at least the classic Resident Evil) development process goes. They create a small little area with minimal detail in 3D, make a 2D image out of it, and continue building off of the map once it has been tested enough. But this game, I can't really tell what it is... I know that Jill and Chris and all them can go behind say, the table in the Dinning Room, but that's something that can be done by creating layers, so no mystery there. And of course, there's reflections which yes, are generally a real-time thing, but through the amazing thing called DirectX, you can create shaders to reflect an object over absolutely nothing. If anyone knows anything on how the camera works in this game, maybe, just maybe, the community including myself will stop battling over how it works (along with Resident Evil: Zero)...
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Showing 1-15 of 16 comments
Gian Jul 1, 2017 @ 6:57pm 
Originally posted by Red Riding Moon:
I don't want to create a discussion for an arguement about who's right, I'm making this, to find out what's the truth... Maybe someone can answer the ever left unanswered question about Resident Evil Remake, "Are the rooms pre-rendered like the original? Or are they 3D Modelled?" Of course, they are 3D modelled at some point. I'm not a dimwit, I know how the Resident Evil (at least the classic Resident Evil) development process goes. They create a small little area with minimal detail in 3D, make a 2D image out of it, and continue building off of the map once it has been tested enough. But this game, I can't really tell what it is... I know that Jill and Chris and all them can go behind say, the table in the Dinning Room, but that's something that can be done by creating layers, so no mystery there. And of course, there's reflections which yes, are generally a real-time thing, but through the amazing thing called DirectX, you can create shaders to reflect an object over absolutely nothing. If anyone knows anything on how the camera works in this game, maybe, just maybe, the community including myself will stop battling over how it works (along with Resident Evil: Zero)...

It's a mixture, items that effect your game, like an item to pick up, or an item that can be used, moved, something like that.
Originally posted by Maz:
Originally posted by Red Riding Moon:
I don't want to create a discussion for an arguement about who's right, I'm making this, to find out what's the truth... Maybe someone can answer the ever left unanswered question about Resident Evil Remake, "Are the rooms pre-rendered like the original? Or are they 3D Modelled?" Of course, they are 3D modelled at some point. I'm not a dimwit, I know how the Resident Evil (at least the classic Resident Evil) development process goes. They create a small little area with minimal detail in 3D, make a 2D image out of it, and continue building off of the map once it has been tested enough. But this game, I can't really tell what it is... I know that Jill and Chris and all them can go behind say, the table in the Dinning Room, but that's something that can be done by creating layers, so no mystery there. And of course, there's reflections which yes, are generally a real-time thing, but through the amazing thing called DirectX, you can create shaders to reflect an object over absolutely nothing. If anyone knows anything on how the camera works in this game, maybe, just maybe, the community including myself will stop battling over how it works (along with Resident Evil: Zero)...

It's a mixture, items that effect your game, like an item to pick up, or an item that can be used, moved, something like that.
Well yeah, I figured that but I mean, why would it lag to such an extent then? I'm not saying it lags on every PC, but it definitely takes up CPU power... And a lot for only rendering characters and stuff.
Gian Jul 2, 2017 @ 9:31am 
Originally posted by Red Riding Moon:
Originally posted by Maz:

It's a mixture, items that effect your game, like an item to pick up, or an item that can be used, moved, something like that.
Well yeah, I figured that but I mean, why would it lag to such an extent then? I'm not saying it lags on every PC, but it definitely takes up CPU power... And a lot for only rendering characters and stuff.

Old and poorly optimized.
Originally posted by Maz:
Originally posted by Red Riding Moon:
Well yeah, I figured that but I mean, why would it lag to such an extent then? I'm not saying it lags on every PC, but it definitely takes up CPU power... And a lot for only rendering characters and stuff.

Old and poorly optimized.
Okay, true... Didn't think of that.
Gian Jul 2, 2017 @ 10:09am 
Originally posted by Red Riding Moon:
Originally posted by Maz:

Old and poorly optimized.
Okay, true... Didn't think of that.

Sadly, yes. I love RE1, but it's true :/
Originally posted by Maz:
Originally posted by Red Riding Moon:
Okay, true... Didn't think of that.

Sadly, yes. I love RE1, but it's true :/
I got pretty far in the original, but never finished it. Then I got this and... After a lot of slow down (which at times I think that's the reason I lived through cituations XD), I finally ended up completing the game and enjoyed it a bit. But I haven't came back to it for that reason though.
talgaby Jul 2, 2017 @ 10:34pm 
The camera is fixed for a 4:3 screen, and you are playing in a pitch black area, where many objects are large blocks to create the illusion and the collisions. Your character model is fully 3D, as always, and the backgrounds are raster-based 1920×1440 video files on loops. They are layered on top of each other to create depth.
This is also why many low-energy systems struggle with the game, by the way, because they always must render this video file at that resolution.
If you use a 16:9 resolution, the game crops out the upper and lower parts and in some cases pans the image as you go from one end to next. This creates the illusion of a moving camera, but that is only a resolution-induced workaround. It is also a little loophole to see the "real" area in some very rare cases, because the camera moved a bit too much and you can see your character partly moving outside the video image and into the black nothingness of the real level.
Originally posted by talgaby:
The camera is fixed for a 4:3 screen, and you are playing in a pitch black area, where many objects are large blocks to create the illusion and the collisions. Your character model is fully 3D, as always, and the backgrounds are raster-based 1920×1440 video files on loops. They are layered on top of each other to create depth.
This is also why many low-energy systems struggle with the game, by the way, because they always must render this video file at that resolution.
If you use a 16:9 resolution, the game crops out the upper and lower parts and in some cases pans the image as you go from one end to next. This creates the illusion of a moving camera, but that is only a resolution-induced workaround. It is also a little loophole to see the "real" area in some very rare cases, because the camera moved a bit too much and you can see your character partly moving outside the video image and into the black nothingness of the real level.
Thank you. I kind of figured that that was the case, but I didn't think that the map was actually a really, really high resolution video file... Stupid question but, do you know how to remove the video files to walk around on the "blocks" so I can actually play this game? Sure, given the fact that they're probably going to make the game really, really weird and I'd lose immersion quickly, but it's no worse than the slow down that happens with the map actually rendering. Or could I install some sort of mod that lowers the resolution of the video files?
Originally posted by holychair:
IIRC the discussion from when the game came out, it was two things: the game always internally rendering the graphics in the highest resolution (despite what your chosen resolution is), and some dll-file constantly and unnecessarily checking for something. There was a fan patch fixing that and it allowed me to play the game without problems (slomo and audio desync) with 30 fps on the low-end system I still owned back then. I recommend you try to search for this patch, I'm sure it is still around somewhere.
Do you remember the name of it?
Originally posted by holychair:
Originally posted by Red Riding Moon:
Do you remember the name of it?

Sorry, nope, it was commonly called the "fan patch" and it more or less consistend in a modified dll-file. Btw the same problems were noted for RE0 too, but there it seems to have proved more difficult to relase a fan-patch so that it never came. Even today, with my GTX 980, I experience small hitches in many places in RE0 when the camera angle changes. (This is not the case in REmake.)

Edit: Btw I now remember that there was another mod, too, which brought performance up by lowering the resolution of the graphic files. It was not very popular, though.
Well gee I wonder why, no one seems to be able to deal with low graphics nowadays... If there is one texture in a game that isn't 4K resolution running in a 8K monitor at 120 FPS, it is instantly a crap game. I myself though, I still pull out old games that came from the 16*16 era of 3D games. But back to the mod, I found out there is a mod called "FPS Fix" and another one that is called "Slowdown Fix" but neither of them was I able to find a place to download them. They both seem to have been taken down.
Originally posted by holychair:
I just remembered another thing. :-) There was some guy, Atom0s, who git a BIG mod going named REHDHook. Thing is, he integrated the fpsfix into it and you should be able to separately download it here:

http://dl.atom0s.com/?dir=Game%20Specific/Resident%20Evil/Resident%20Evil%20HD%20Remaster/Addons
I saw the REHDHook earlier when I was researching the other two. I didn't know he put the FPS Fix mod in there as well...
Crusta Jul 4, 2017 @ 6:03am 
About the "2D / 3D" confusion you mentioned in OP:

It's 2D backgrounds with 3D moving objects. However, these 3D objects were implemented in this 2015 version. The 2002 original release for the Gamecube used movie files to reproduce the moving objects.

As for Jill/Chris coliding with tables and stuff...These are just pre-planned colision areas (invisible walls) coded in the 2D background images

I did a test to screw up the pre-rendered backgrounds. Everything is misplaced:

http://steamcommunity.com/sharedfiles/filedetails/?id=920310341

yet Jill still colides and open doors at the intended spots on the screen. Doesn't really matter where the 2D "door" is. What matters is the coded spot on the screen that recognize the "Action" input, and then transport the player to another area.
Last edited by Crusta; Jul 4, 2017 @ 6:13am
Originally posted by JamesFrancoSingingBritneySpears:
About the "2D / 3D" confusion you mentioned in OP:

It's 2D backgrounds with 3D moving objects. However, these 3D objects were implemented in this 2015 version. The 2002 original release for the Gamecube used movie files to reproduce the moving objects.

As for Jill/Chris coliding with tables and stuff...These are just pre-planned colision areas (invisible walls) coded in the 2D background images

I did a test to screw up the pre-rendered backgrounds. Everything is misplaced:

http://steamcommunity.com/sharedfiles/filedetails/?id=920310341

yet Jill still colides and open doors at the intended spots on the screen. Doesn't really matter where the "door" is. What matters is the coded on the screen to transit through areas.
Okay, I understand now, but I have to ask, how did you slide the room further away from the screen? Just wondering...
Crusta Jul 4, 2017 @ 6:17am 
Originally posted by Red Riding Moon:
Originally posted by JamesFrancoSingingBritneySpears:
About the "2D / 3D" confusion you mentioned in OP:

It's 2D backgrounds with 3D moving objects. However, these 3D objects were implemented in this 2015 version. The 2002 original release for the Gamecube used movie files to reproduce the moving objects.

As for Jill/Chris coliding with tables and stuff...These are just pre-planned colision areas (invisible walls) coded in the 2D background images

I did a test to screw up the pre-rendered backgrounds. Everything is misplaced:

http://steamcommunity.com/sharedfiles/filedetails/?id=920310341

yet Jill still colides and open doors at the intended spots on the screen. Doesn't really matter where the "door" is. What matters is the coded on the screen to transit through areas.
Okay, I understand now, but I have to ask, how did you slide the room further away from the screen? Just wondering...

just a combination of whiskey, weed and software wrappers in a boring weekend
Originally posted by JamesFrancoSingingBritneySpears:
Originally posted by Red Riding Moon:
Okay, I understand now, but I have to ask, how did you slide the room further away from the screen? Just wondering...

just a combination of whiskey, weed and software wrappers in a boring weekend
Sounds like it'd work...
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Date Posted: Jul 1, 2017 @ 6:54pm
Posts: 16