Open ShizCalev opened 10 months ago
$275 bounty to whoever resolves this issue. https://discord.com/channels/1116856754920226876/1207891819350855700/1207891819350855700
Is the bounty still up? I have an idea of what's going on but this game is hard to debug lol
Curious, does the upscaling settings from the 2.0.0 version present this issue? If not, it might be a good idea to "support" this new upscaling setting to prevent stuff like this, if desired. Tho I know the new version of MGSHDFix is currently being made.
Curious, does the upscaling settings from the 2.0.0 version present this issue? If not, it might be a good idea to "support" this new upscaling setting to prevent stuff like this, if desired. Tho I know the new version of MGSHDFix is currently being made.
The issue is still present with 2.0.0 with upscaling. I would presume it's even the reason that Konami opt'd to limit the games' max native resolution to 1080p & have all the extended resolutions be through pure FSR upscaling.
2.0.0 @ 4K through Konami's official resolution settings:
Is the bounty still up? I have an idea of what's going on but this game is hard to debug lol
It is still up - my share ($175) would have to be paid out in a few months at the earliest as I've been out of work due to immigration bureaucracy, but the remaining pot is payable as other have chipped in.
Was curious so I did some testing of my own. Recorded a video of my desktop at 4K at 50mbps (so the res doesn't change between switches) and tried 5 configurations; Original default, Adjusted default, Adjusted with original internal res, MGSHDFix at 4K with original in the game settings, and just for funsies I used MGSHDFix to run it at the original PS2 output (640x448). Took screenshots at the part in the beginning of MGS2 where the the game controls Snake and selects the M9, which pauses the game. Obviously the dynamic rain is different. Note my desktop resolution throughout all these is 4K, I let the game decide what to do. (except with MGSHDFix obvs)
Original Default: Adjusted Default: Adjusted with Original Internal Res: MGSHDFix with Original in game: MGSHDFix at PS2 res (640x448) which got stretched and I am too lazy to input the numbers in BG to fix it:
Comparing even the PS2 res settings in the MC to the emulated shows that this is a MC issue, but it is absolutely looks less worse with the Adjusted settings when compared to MGSHDFix at 4K. Even with Adjusted default (which sets the internal to "FHD") you can see the rain lines get even a bit thinner than Original, and they are (obviously) more thick at PS2 res.
So imo, Adjusted with Original Internal res gives the "closest" result, but there is still an inherent issue with the game's rendering compared to the emu. I think there might be something more than just the vectors scaling, I think there is also some sort of post processing applied that is absent from the MC that makes the raindrops significantly thicker. I'm playing through the games now and haven't gotten to MGS3 yet so I apologize for the lack of testing of those striking darker raindrops in the bridge scene.
Comparing even the PS2 res settings in the MC to the emulated shows that this is a MC issue
So imo, Adjusted with Original Internal res gives the "closest" result, but there is still an inherent issue with the game's rendering compared to the emu. I think there might be something more than just the vectors scaling, I think there is also some sort of post processing applied that is absent from the MC that makes the raindrops significantly thicker.
A little more background on this bug - this issue is not unique to the MC & has actually been present since the 2002 Xbox port of Substance. My running theory has been that something about all these vector effects likely didn't get implemented right when they moved from PS2 Renderer -> DirectX, and then that messed up version of the code has been used as a base for every version since. The 2002 Xbox port, 2003 PC Port, & the 2011 PS3 & 360 HD Collection versions all have these same exact scaling issues.
These aren't textures/sprites, but actual vector lines that aren't being scaled up with resolution changes.
PC Version:
The same areas in PCSX2 set to 1440 internal resolution, which DOES scale those vectors:
Similar issue is also present with #104 & #96