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Resident Evil Remake Video Dropouts #96
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Ugh, I suspect I know how they implemented that screen shake... I think I know how to work around it, but it'll take some time until I've got a working dev setup again. |
I just played one of those crank and boulder sections on a CRT and noticed a weird warping effect across parts of the image when it happens. I guess they "tease" resolution switching or do it very rapidly to achieve the effect. Would be great if you could fix that for GC Video (game looks stunning in 480p). Thanks for the quick reply and good hunting when you do get around to it. :) |
I had video drop out in these scenes. The snake, and the big shark, and when the sharks would hit the glass in the water drain scene. Also happening on every boulder scene, very tough to get through. |
It seems a recent update to swiss has fixed the issue! The patch notes mention a Resident Evil 2/3 patch from Dolphin that was implemented. No mention what it does or why it's necessary. And if it really is the solution then why is it labeled 2/3 (those games never suffered from the issue, at least not to my knowledge)? I'm putting a lot of ifs here because I also recently switched to a new TV set. This is the first time I've reached affected scenes in the game since I got it (LG C2 OLED). Maybe the new TV is just better at handling inputs? Would be very interested to hear other people's results with the latest Swiss release (v. 0.6 r1400). Edit: Elevator rides, Snake kicking over the book shelf on defeat, boulder encounters and using the hex crank to turn passage ways all displayed without issue for me just now. All of those were triggering blackouts before. |
When there is a screenshake effect in-game the video (and audio) will drop out for short to game-breaking amounts of time. Defeating the snake in the library causes small dropouts when it hits the shelves, riding the elevator from the basement to the 2nd floor also creates dropouts (start and stop of the elevator) and I believe when you kill the Tyrant at the end of the game there is also a smaller dropout. It gets game-breaking in the caves behind the waterfall though - the screenshake effect is longer when turning the crank to move the walls and when the boulders break lose that crush you if you don't run out of their way quickly enough. You loose video in these instances for several seconds at a time, making the boulder sections instant deaths if you can't do them blind. Video will be back in time for the game over screen. :) Is this possible to fix or did the game devs do something that'll trip up GC Video/modern displays no matter what? I have observed this behavior both on european and american versions of the game in standard interlaced and forced progressive scan output modes. I use a Kaico Labs made GC Video adaptor on a European Game Cube.
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