Ray Tracing Discoveries in Resident Evil Remastered
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- Опубліковано 10 лис 2020
- I've been replaying Resident Evil Remastered recently and decided to try enabling a 'global illumination' shader. To my surprise, it revealed some higher-resolution background art. Thought it was an interesting little detail for a classic game!
You can download ReShade free here:
reshade.me/
Ray Traced Global Illumination (RTGI) by Marty McFly is available on his Patreon:
/ mcflypg
You can also find me here:
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#ResidentEvil #REHD #RayTracing - Ігри
Hello, I'm a Resident Evil modder person so I know a bit about how this is stored in game files. Each background uses two textures: the diffuse texture (this is what you see in the game, which was stored literally as JPEGs on the original Gamecube release and that's what Capcom had to work with when upscaling the backgrounds for the HD release) and a texture showing the z coordinate of each pixel relative to the camera position (aka depth buffer) which is used for attaining perfect clipping for the real-time 3D objects related to the background (it was probably useful for shadow rendering as well). These z-buffer textures are what you're showcasing in your video (well, alongside shading applied by reshade) and these are stored in a lossless format, which explains why they look so sharp compared to the diffuse texture (which have gone through a horrific transformation, aka saved as JPEGs then upscaled with a cheap filter and then finally stored using lossy DXT compression).
I'm pretty sure there are 3D models for each room, but they're extremely basic meshes used for collision, so they wouldn't look very impressive. And, of course, as you mention in the video, there are a handful of rooms which were fully re-created in 3D.
Ah that's very interesting, thank you! I assumed as much, but it's great to have confirmation! I just never expected the z-depth to be so high-resolution, haha! Especially when it includes objects that aren't even used for occlusion or anything. Also, your mod managers and door skips are a god-send, you legend. ;)
2nd reply :D
@@Harry101UK Yeah, I don't know why they're so high-res either. I looked up the z-buffer textures and they're all 1920x1440 and I can't see any signs of upscaling. I see no reason for them to be that high-res on the Gamecube, so either they found an extremely good way to upscale them or that was something they were able to attain from the original development data. Would be interesting to hear from someone working on the HD Remaster so we know the full story behind all of this. I'm still surprised it was RE0 HD which got the full re-render treatment. Both REmake and RE0 were released the same year, so I would have assumed the development data for both were archived the same way.
And yay my mods are useful!
@@fluffyquack They are re-rendered. That's why the look so high resolution. In GameCube they were low resolution. But you need precisely rendered depth maps in order for rendering to work ok, so they were forced to re-render them. That means they have the original 3D models. And that means that they were just being cheap by applying filters to the actual backgrounds.
@@PacoChanV2 If they re-rendered the depth masks I don't understand why they didn't re-render the whole thing. I got the impression they were very uncertain how to handle the backgrounds as they tried various techniques: some rooms are fully recreated in 3D, some rooms are a mix of upscaling with certain elements recreated as 3D objects, some backgrounds look like they are manually touched by artists, and then most backgrounds are processed with a couple of filters. If they had the option to re-render everything, then surely they would have gone with that solution. That's easily the best solution (which is very apparent with RE0 HD as that looks fantastic).
Have you looked at how the depth masks are stored in the Gamecube release? I've looked at the diffuse textures for backgrounds in that (which is literally JPEG data), but not the depth masks.
Now let's add Ray Tracing to Source Filmmaker
reshade works with source games i believe, so it's possible to run it in SFM
Render PC: *_screams_*
Alternatively, just use Pragma instead and path trace with Cycles.
it already has ray tracing. its been in HL2 since pre-release in 2002.
hell, when im compiling maps in Hammer, there is a SPECIFIC point where it says 'building ray-tracing. . . '
Well Garry's mod already has an add-on that allows for live raytracing so it shouldn't be too difficult
Excuse you, but whomever said we didn't want to hear you gush about this kind of stuff is about to catch something.
Yeah, about to catch some hands! This is the bees' knees, anybody disagree's out for a bout.
@@lucasbune "...I know it isn't an animation..." He acts like we don't subscribe for _him!_ I honestly enjoy everything Harry puts out. This was very interesting to see.
The T virus?
Covid?
Honestly, I'd LOVE to see more games with the artstyle like those shots of the high quality modeled environments without textures, and advanced lighting, like SUPERHOT.
imo with path tracing (what this global illumination shader is doing), it's better to have no texture than shitty textures.
6:26 Looks like that ladder was suppossed to break to force you battle yawn, then you would leave the room through the main library door that in the final game never opened... pretty much like the plant 42 boss fight
That's so whacky. It always pissed me off that that door doesn't work
Can we all agree that Resident Evil one of a kind and deserves even more attention? Great job Harry.
Of course, we have to agree! It's a masterpiece.
Resident Evil Remake was, is and always will be my absolute favorite. I remember playing it for the first time at a friends house and the burning jelousy i felt about his gamecube. Absolute, fucking, masterpiece. I have bought that game in every platform available exctep for xbox. i regret nothing.
Yes, forgotten indie gem "resident evil" needs more attention.
wish it would get a ray tracing update. and 4k textures backgrounds
How could resident evil possibly get more attention?
It was a genre cornerstone and probably one of the most recognised products within the game industry, if you asked someone who's never played a game before to name a famous game title they would probably come up with Resident Evil.
Bit of a silly comment is this.
For the love of God, please PLEASE do a walk-through of this game with this turned on the whole time! It's MENTAL! In the best way!
This video, while different, was very enjoyable! I certainly would enjoy more narrated shader/game mechanic videos from you!
This is an awesome video! This game was already absurdly good-looking for 2002 standards, and the fact that there's all this hidden detail that the art team added in despite the fact nobody was going to see them thanks to how dark the games is serves as a testament to just how much love was put into crafting the game.
This is incredible! It makes me appreciate the game even more
Kind of amazing to me that a game intentionally portrayed as ugly and misshapen could be so beautiful and ornate. It's almost poetic.
almost 20 years later this game still looks gorgeous
I’m sure you’ve heard of Portal Reloaded which is coming out in April. The maker of the mod is currently looking for a voice actor, so they are taking applications, and I absolutely think you should apply! Many other comments have agreed and I think it would be such an amazing opportunity! Also I love your portal videos, they are absolutely my favorites :)
This comment aged like fine wine.
@@wilsonwilson3674 Why?
@@HairyHog77 Because Harry ended up taking that role. Just thought it was cool.
@@wilsonwilson3674 oh nice
As a huge Resident Evil fan, this video blew my mind! I always assumed that these were completely prerendered images, but no! Thanks for sharing this amazing discovery!
Yay! Harry's back!
He never left
Damn, thanks for posting this. I find this fascinating. Props to the modelers for their hard work
Didn't think I'd sit through 8 minutes of side-by-sides, but yeah, the time flew by.
I love seeing behind the scenes without having to skim a making-of video, ripping/exporting assets, or other hands-on means.
And now I really want a horror game with high quality lights and white textures that sometimes replace with creepy blurry art
In all honesty, I'd love to see more videos like this from you if you ever feel like putting one out. Its pretty cool to hear about all this kind of stuff from the perspective of a 3D animator, and I always love learning about the behind the scenes stuff with different games.
Always love your content, no matter what it is!
This is really interesting, i like you took time to do and edit this. The pumpkin part cracked me up, it was unexpected
The best Remake of a game ever and the best Resident Evil.
graphics engineer here, thanks for putting together this awesome compilation, extremely educational
Dude, this is awesome. Thank you for the captures.
You are my absolute favorite UA-camr, I am watching you for so long, you got me into Portal, one of my favorite games ever! Thank you, Harry.
If these are actually 3D models it would be really cool to get a free cam version.
I looked everywhere for a 'free cam' mod to try and verify if these are actually 3D models, but I couldn't find any. ='(
@@Harry101UK they are actual 3d models otherwise they wouldnt show in the depth buffer, trust me ive used reshade as much as ive played games and it dont get depth access from 2d games
@@IDK-yx2lr They are not 3D models though. They are pre-rendered depth maps used mainly for occluding characters, enemies and other dynamic stuff.
@@PacoChanV2 pretty sure reshade cant recognize depth maps cus its generic nature
ok now im sure reshade cant cus i just did a comparison with ENB on skyrim where the depth map of a wall would show up on ENB but wouldn't on reshade so ye reshade dont get depth maps sadly
This could become a series or something, it's quite interesting, and could fill the void between animations
Highlight of my day when you upload, even something different like this! Very interesting
I think some of these "3d environments" can actually be seen during the game. Some cutscenes, like when you first meet Barry in the guardhouse, or when Richard saves you from Yawn and Lisa trevor final fight, we can see dynamic environment with the camera moving in these especific cutscenes in real time.
I really enjoyed this change of style!!! It was cool to see all the textures, i never really sat to think about how much was modelled in game to just be shrouded in darkness, lol! I hope we see more of these kinds of videos! It was very interesting and cool to hear you geek out about it! :-D
Why do you not have at least 1 million subs yet?
I thought you had 15 million or something idk.
You deserve anything for the animations you make.
Cuz no going home 2 lol
Thank you for this, this video made me appreciate this game even more. And it already is in my top tier of fav games of all time
One of my favorite games as well. I always wondered about that weird texture perspective on the stairwell 🤔 thanks for the share
this is incredibly fascinating, thank you for this!
Yes, Harry is back! I love the Resident Evil remake so much! Keep up the fantastic work! 💖💘🥰☮️
This is so neat! I love seeing this kind of detail being found in old games.
Wow learnt a hell of a lot in this vid. Crazy to see the amount of detail put into the game.
The Feeling when you realize that the [Umbrella] company is soo lackluster, incompetent, and prone to failure, that they look Weyland-Yutani & ResourcesDevelopmentAdministration like Elite Pro's(!)
I mean, you really can't blame Umbrella for their failures. Do you even know how hard it is to find anyone even remotely competent when you're an evil company? You can't hire some well-known scientist with decent work culture. Only people you can get are mad scientists that are just edgy psycho college dropouts that are hellbent on revenge because they want to invent a devastating plague to murder that professor that didn't let them pass class because they were just too stupid. Want to hire a guard? Can't get anyone decent here either. Only people dishonorably discharged from military service, criminals, mercenaries that nobody wanted to hire and other lowlifes that won't take their work seriously and only work for you because you give them shelter from the police. With people like that it's impossible to run a successful evil company. The scientists will mess up because what are safety standards or even protective equipment to a mad scientist, and the guards will die because they're too scared to aim straight when an alarm goes off and are prone to friendly fire. So, as you can see, they may be incompetent and prone to failure, but you really can't blame them for that. It's just the nature of being an evil company. You try your best, invest billions but your underlings will always mess up. And even if you partially succeed after all those failures and create a superior human being like Wesker, there will be some random stupid regular human that somehow has the power to punch boulders because screw logic and they'll destroy that flicker of your hope. And when you're down Netflix comes to use their Godly powers to create an alternative timeline where Wesker is alive and has two daughters but the daughters are good instead of evil to give you a final blow. There is just no winning, no matter how hard you try. /s
I know right? They should try to get an AI to run things around there. I mean look at Aperture, they were getting no where with their results until they made Glados.
@Leon Kennedy Exactly! They have become a True Embarrassment !
@@rustythedeli-master6861 they already had that, the red queen
@Leon Kennedy leon not to be the advocate of umbrella but it was birkin's fault for the outbreak, they created the virus sure but if it wasn't for birkin using the g raccon would probably just have a case of rumors of strange creatures in the sewers
No, not at all, I'm a huge Resident Evil fan as well and this was so intriguing to see! I had no idea they put that much detail in the remaster. I mean, I understood that they had to an extent after playing this following the original on ps1 but to legitimately see all the work here using Ray Tracing is just mind-blowing. It's always so great to see such love given to a remake of a classic unlike some other examples that I won't name. Thank you very much for spending the time to share this with us! I absolutely love vids like this where we can learn something new.
All the best, from a fan in Central Western Australia¬!
Wow you're still uploading AND going strong.
It's not often you watch someone and come back 8 years later and they're still here.
hell yeah
This is absolutely fascinating. It's almost as they planned it as a fully 3D thing initially but went "nah" in the end!
Thy actually planned it to b fully 3D but at the time the gamecube wasn't powerful nuff for tht not without makin the character models look blocky or wtever 😅
I’m glad to hear your voice again, Harry.
This was really cool, super neat and a nice surprise.
Ay, lookie this! A format change!! Like that your back, buddy!
I really like these tech explanations and showcases. The Black Mesa ray trace was phenomenal and even beautiful in many areas.
Two uploads in less than a week? Sweet!
Full playthrough with these graphics please and thanks! ;) Awesome video!
any content from you is amazing!
hey man love your steam uploads :)
This was so cool and insightful. Twas very spooky
Fantastic video!
YOU WERE MY CHILD HUD man I watch al you portal song when I was 5 and 6 now I'm 13 and still love them thank you for all your good work man
It's probably a depth map they generated to calculate collision and occlusion for the various 3D models used in the game. And I guess that's all the information that shader needs. Interesting stuff, for sure!
Yeah, I assume so. It's weird though, because even the hundreds of small cutscene backgrounds have this full resolution depth; even when there's no gameplay collision needed or objects to occlude. Just seems weird to have such high-res depth, when everything else in the game is lower-res, haha.
Exactly, that is most weird. These depth maps are hi-res indeed! I wonder if something like this existed in GC version; each room obviously had matte shaded polygons to receive shadows and illumination from lights. This is an awesome find!
he is back
awesome work dood.
It's crazy how many details and bumps/divots I would've thought are part of the models themselves that are just textures put overtop.
This was fascinating and nice to watch.
I'm shocked that I missed this video a year ago!
And yes - this was news to me.
I like how you say the letter H.
"Haytch"
3:33 now that you mentioned it, Lisa has been storing food in her house, seems like she has been living in the mansion for awhile
She has been there for 28 years or so. One of the notes you find in the cabin is dated in the 70's (RE1 takes place in 1998) and mentions her first experiments when she was a 6 year old girl. ;)
@@Harry101UK What I mean was, she need real food, even eat veggie.
This was really cool!
Incredible!
Actually all that darkness that covers the 3D models is only in the remaster. In the GC original you still had details in the shadows that revealed some of those models.
You reminded me, I received RE 0 and REmake for Switch this last Christmas and I keep forgetting I need to actually finish them. I just got burnt out after playing 4, 5, 6, and REV 2 in a marathon.
u r back
he bacc!
This shader makes it look like it's either been tiltshifted or a an electron microscope image of something extraordinarily tiny.
There's something about this 'clay' render look that I've always liked. Especially when the only color is coming from light and mostly not textures. Love it
This is amazing!
Very interesting, thank you!
This is really cool!
We really need a 4K remade texture mod for this game. This would be awesome.
Harry your voice, my god its excellent.
This was awesome
I remember getting the remake on launch day for my purple lunchbox and the graphics blew my mind. That's only ever happened one other time with the launch of gears of war on the 360.
Spoooky. I love this kind of stuff, very fun to watch.
0:12 that upscaled screenshot made my day xD
Beautiful
Wow great Video. 👏👏 Thanks
In all honesty this is really really cool to see a games true form and reveal
Good video!
Wooo, this is awesome!~
3:36 pumpkin
That poor, poor stairwell, I mean stairwells need love too. #StairwellsAreEntitiesToo
Fascinating
Who knew this would intrigue me as much as it did?
I kind of want to play this now.
Yes they're most likely 3d models which are rendered only in the depth buffer. I used the same approach for my upcoming pre rendered game. If anyone interested how it works check the latest video on my channel.
I appreciate this video! \o/
ONG you are alive
HE’S BACK!!!
He has summoned a deep knowledge
That is really cool, I bet they mapped the texture onto the geometry, hence why they recreated it for more realistic lighting.
Very cool
Great video. I've never player this game because I was always like "it must be too hard"... I need to give it a try
It isnt that hard, give it a go.
Sick, i wonder how different a playthrough would feel playing in this mode
This is pretty epic
harry, it is TIME FOR CHRISTMAS
I wonder why some parts have so much detail while others dont
Oh and great to see a new video
That's mind-blowing. It makes me interested in playing it again just for looking at how RT can do to this type of pre-rendered static-background game. When I played RE1 remake and RE0 on NGC almost 16 years ago, I already noticed that real-time character shadows interacts with the supposedly 2D background in a pretty precise way. e.g. Rebecca's shadows were casted precisely on the seats on the train in the beginning section of RE0. But I always assumed those cases were rare and deliberately made to give depth to the other fake 3d background properties.