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/vr/ what do you think of silent bill 1 emulated like this?

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Thread replies: 49
Thread images: 11

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/vr/ what do you think of silent bill 1 emulated like this? would you play it?
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Do what you want (you will anyway)
>>
Why don't you emulate my dick up your ass?
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>silent bill
>>
I'm far from one of those "muh authenticity" fags, but as far as Silent Hill is concerned, dithering is essential in how the game looks.

This is why I play it using pSXfin emulator.
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>>3992372
Silly faggot, you will never get laid.
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>>3992339
I'm okay with dithering but anything to fix that awful texture perspective warping is okay by me.
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>>3992464
pgxp works perfect so far. better than most ps1 games
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>>3992491
Exactly. I prefer emulators be accurate first and foremost but pgxp is a welcome enhancement.
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>>3992442
>not playing it with a RF cable
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nah, all these "enhancements" make some limitations more apparent, like parts of the area clipping away
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>>3992339
>>3992491
This is pretty much how I HAVE emulated SH1 for over a decade now. The PGXP is fucking sweet.

>>3992516
lower the in-game Brightness. It helps.
the PC monitors are too bright / have shitty black values for this game.
>>
>>3992339
>silent bill 1
Mrr... I hate those stealthy bills! You never hear them coming.

Anyway, Silent Hill thread? Let's repost the handy SH PC Guide + the DL links:

SH1 NTSC DDL:
https://mega.nz/#!bVUCTJzD!PmnPw4S7fWGyvTjw9S0-RQdk7rRp2BQNuXJqRkZCZvk

SH2 DDL:
https://mega.nz/#!rFcj1SIJ!47JH9M4OrzmQKuaiJ6IqUgmgz_SVNtk4LIYNSa-D-_8

SH2 torrent:
https://mega.nz/#!bYcEnbhC!rYnhvcJiRC46T6yExS0Y61JHZ-5N3WxFvfZMI8xbyhE

SH3 DDL:
https://mega.nz/#!2JNkgJ7b!nfPf5cIs6I5K-sdAs7RcnHvGA2hAvIGdpQuIoBhF3iE

SH3 torrent:
https://mega.nz/#!GVVGRLpD!SyklVbuLIkc38ZYji5QL3sWHKtHt9-Bto700My8pH7c

SH4 DDL:
https://mega.nz/#!Us1XTaII!cglH0dZOaH5yQEm4cnEh3eyUz4bIf6rACQqcVzkb4Hc

Mount the ISOs of 2 & 3, and then run their installers like always.
The SH1 is a PS1 rip that you gotta emulate.
The "sh2proxy" fix works as a no-cd crack as well, and is included in the pack.
If you use the NEW widescreen fixes mentioned in guide, the sh2proxy's EXE works as no-cd crack too.

In case you experience issues saving the game / not being able to edit the disp.ini, make sure the files aren't set to "Read Only", and run the game as Administrator.
If SH2 gets stuck in a black screen upon launch, close it and re-start it again.
You can now see fine emulator settings for SH1 in the guide. You may also try the newer PGXP emulator for wobble-free PS1 graphics.
>>
How does this look in motion? Is there any footage available?

I'm usually skeptical about "enhancing" emulation, but I do have to admit that I like the grainy texture those screenshots have. Reminds me of analoge photographs. Though does it look like random noise when in motion?
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>>3992861
it's randomized noise, yeah. Quite similar to the film grain effect in SH2 and up.

What comes to the PGXP, which fixes the typical "wobbling" of PS1 graphics, this webm compares it first OFF and then ON. The difference is like night and day. Combine that with some 8x resolution compared to the OG, and the result is just sublime.
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>>3992875
why are emulators so much wobblier looking than the actual hardware
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>>3992920
Because on the actual hardware, you are playing at the 320x240 resolution.

PS1 creates an illusion of 3D by placing the edges of polygons into a 320x240 sized 2D grid of sorts. There is no sub-pixel accuracy whatsoever for vertices, nor Z-buffering, but they werent really necessary at the native res + on blurry CRTs of 90s.

As the resolution increases on emulators, the jump of the polygons' vertices becomes more and more apparent. At 480p example, which is 2x native res for PS1, the polygonal edges have to jump 2 pixels at once, and at 1280x960 (4x res), the jump turns into 4 whole pixels.

In short, it's the PS1's shortcomings becoming more via emulation.
>>
>>3992920
Probably because the higher-than-native resolution makes it so much more noticeable.

Also blur on a regular tube TV (depending on model and cable) may mask it even further, as with the dither.

And maybe because our memory of them golden days is flawed.
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>>3992939
Ah, somebody was faster.

I don't necessarily agree with the picture though - it was "real" 3D on each console. Every 3D game on a 2D display is just a projection after all. The N64 was more sophisticated and accurate in its projection, but that doesn't make the 3D projection of the PS1 any less "real".
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>>3992965
the point of the pic is that Saturn & PS1 technically use 2D tech to create an illusion of 3D, while N64 incorporates real Z-axis to the dimensions, thus resulting more authentic and accurate 3D worlds.

But in the end, this shit's as silly as arguing whether DooM is ""real"" 3D or not.
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>>3992861
>>3992875
the grain doesn't compress very well in webm but it's close enough
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>>3993330
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>>3992920
Because when you run at a higher res, what would've been a single pixel of wobble becomes three or four.
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>>3993330
>>3993332
Interesting. I had expected the constant random noise to be more distracting. I still like the effect.

However I also like the effect the original dither gives. It's low-tech, but also adds to the gritty look.
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>>3992939
This picture is retarded. It equates texturing with 3D graphics, which is absurd. Also, Z-buffer isn't the only technique to implement correct drawing order.

>PS1 creates an illusion of 3D by placing the edges of polygons into a 320x240 sized 2D grid of sorts. There is no sub-pixel accuracy whatsoever for vertices
wat?
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File: cheryl comparison.png (473KB, 978x618px) Image search: [Google]
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Comparison of models during the Cheryl scene.

>>3992491

Nice pic. What settings?
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>>3993567
It's interesting how the effect vanishes in the native resolution of 240p (doubled pixel size for better clarity).

It seems emulation at higher resolution really does exaggerate the PS1's graphical shortcomings.

No judgement, really - if you're emulating, do what feels and looks best to you.
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>>3992939
>At 480p example, which is 2x native res for PS1

640x480 is 4x the resolution of 320x240, not 2x.
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>>3993567
it's running on pcsx-r pgxp and using reshade 3.0.4 to apply grain, gaussian blur, and rgb range correction

use the grain shader from this thread because the one included with reshade is broken

https://reshade.me/forum/shader-presentation/2990-ported-reshade-2-x-effects

it also works well with sh2. the in game noise effect doesnt seem to scale with higher resolutions
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>>3992461
Joke's on you I took an 18-year-old's virginity last week and I'm 31. Was meh.
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>>3992339
>>3992491
Stop using noise and pretending it's dithering. Use actual dithering and do it again.
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>>3993627
That's not how math works
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>>3994245
thats not why the noise is there tho
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>>3994196
What was his name?
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>>3992875
Imagine SH1 is the first PS1 game you ever played.

You'd think he's shaking because he's scared.
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>>3992491
>perfect
ok kid
>>3992920
They're not. It's just easier to see.
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>>3997695
pgxp is completely perfect
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>>3992442
>dithering is essential

I'm not seeing anything in those screenshots that screams "dithering is essential" to me. Quite the opposite, in fact.
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>>3992339
>silent bill
i hope this becomes a board meme
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>>3996395
is the desk scared too?
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>>3992339
wasn' t his name Bob?
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>>3994251
he's being obtuse. a 2x scaler quadruples the number of pixels by doubling the resolution in both dimensions. it's still called the 2x scaler. he's intentionally confusing the resolution and the pixel density.
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File: hqdefault (5).jpg (28KB, 480x360px) Image search: [Google]
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Silent Bill
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>>3998348
If only SH 2 had a female protagonist Cosby could easily replace Pyramid Head.
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playing this for the first time and got bad ending. Fuck this shit
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>>3998067
lmao
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>>3992339
>silent bill
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>>3998067
f-fucking poltergeists rattling the desks and shit!
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>>3992491
am I the only one who sees this is obviously a shill post? Nigger tried the same with a crash bandicoot thread earlier.
Thread posts: 49
Thread images: 11


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