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Yeah I think you're right in that specific scenario, but going from just the video (didnt watch it full screen) and also from my own experience emulating games I really don't mind a pixelated look all that much. There are limits, but as long as the picture conveys what's going on well, I'm fine, really. That's personal more than anything else. I'm not saying the crt approach is bad though.
Mhm, it's definitely a "to each their own" thing. The raw graphics output look detracts too much for me, but I am very aware that I am probably in the minority here and that more people would rather have a sharper look. In that case though, I'd generally recommend something like the Moguri mod over the pixelated look.

If you look on the left and focus on the wall above her head to the right, it's just a block of color that likely wasn't meant to be a bland block of color because the original source was so low of resolution and a CRT would be softer and interlaced, so there was no need for so much detail in that spot, but once you render it at HD resolutions, it stands out in a bad way. There's also pixelation everywhere, and worse, there's even compression artifacts all over that the filtering/shaders/scanlines will otherwise hide. Moguri does fix a lot of this, though.

(Credit to the earlier video posted, as I used VSR to take 4K screenshots so you can see how it looks whether you view in 4K or not, but you'll still want to ensure you're viewing these full size though).



You definitely get a duller image with scanlines especially... but some methods won't be as aggressive on the scanlines and won't dull it as bad as the example here will.

Some more examples.








I can accept a pixelated look sometimes, even if the original "didn't look that way" (the pixel remasters of I through VI come to mind), but in some games, like of this, it's way too off for me.

And yes, looking at the videos in full screen and forced to full video detail can matter a lot here. I found this out quickly when doing my retrospective for Final Fantasy IX when I noticed how videos, especially ones that involve line patterns, can really result in a poor look below full quality, and perhaps at a different resolution to a degree.

By the way, I'm not intending to argue our difference of opinion here so I hope I'm not coming off that way. I'm just pretty passionate about it, haha, and explaining some of the things that are important to me when preserving the looks. Hopefully that remakes comes and we can have a version that's made for today's hardware and resolutions. (I'm not going to stop dreaming, darn it!)
Nobody on SH2 right now ?
I played for an hour or two earlier and will play more later, as I'll be running errands soon. I really, really like it so far.
 

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Started playing D4 Vessel of Hatred later today with the new class.
Kinda reminds me of the Monk from D3 with some extra flavors which is nice for me since I've used to main a Monk for a long time.:)
D4Spiritborn1.jpg

Gonna take my time with the new story and play that first ofc but I can already notice some of the changes to the core game. 'difficulty system was heavily changed with a significant stat squish on everything'
 
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Since the new Update Le Mans ultimate has been insanely good.
Yes! I have been playing it non stop. For people like me who don't have a lot of time, and love endurance racing. I just start an endurance race against AI, I know that all I have to do is one stint and I can save and play another stint tomorrow and finish a race over time. I used to do a lot of endurance racing on iRacing so that's my type of fun. AI is great, they do different fuel and tire strategies so if you set AI to a realistically difficult strength for your pace, you can end up battling for the win and maybe come down to saving more fuel and doing one less pit stop, etc. I am absolutely loving this game now.
 
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Played the Starfield DLC recently (didnt cost me anything to get it), its not great, honestly does not feel like a DLC at all, just a mid story and some pretty lousy guns. I would recommend to not bother getting it.
 
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Mhm, it's definitely a "to each their own" thing. The raw graphics output look detracts too much for me, but I am very aware that I am probably in the minority here and that more people would rather have a sharper look. In that case though, I'd generally recommend something like the Moguri mod over the pixelated look.

If you look on the left and focus on the wall above her head to the right, it's just a block of color that likely wasn't meant to be a bland block of color because the original source was so low of resolution and a CRT would be softer and interlaced, so there was no need for so much detail in that spot, but once you render it at HD resolutions, it stands out in a bad way. There's also pixelation everywhere, and worse, there's even compression artifacts all over that the filtering/shaders/scanlines will otherwise hide. Moguri does fix a lot of this, though.

(Credit to the earlier video posted, as I used VSR to take 4K screenshots so you can see how it looks whether you view in 4K or not, but you'll still want to ensure you're viewing these full size though).



You definitely get a duller image with scanlines especially... but some methods won't be as aggressive on the scanlines and won't dull it as bad as the example here will.

Some more examples.








I can accept a pixelated look sometimes, even if the original "didn't look that way" (the pixel remasters of I through VI come to mind), but in some games, like of this, it's way too off for me.

And yes, looking at the videos in full screen and forced to full video detail can matter a lot here. I found this out quickly when doing my retrospective for Final Fantasy IX when I noticed how videos, especially ones that involve line patterns, can really result in a poor look below full quality, and perhaps at a different resolution to a degree.

By the way, I'm not intending to argue our difference of opinion here so I hope I'm not coming off that way. I'm just pretty passionate about it, haha, and explaining some of the things that are important to me when preserving the looks. Hopefully that remakes comes and we can have a version that's made for today's hardware and resolutions. (I'm not going to stop dreaming, darn it!)

I played for an hour or two earlier and will play more later, as I'll be running errands soon. I really, really like it so far.
The "Comsumer-1 Mode+ Softfilter Is the one I like best. It's just a much warmer and natural look to me.
 
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I should watch at a "real" CRT render on a real TV ...
I don't rembember the scanlines was so visible ... back then
 
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I should watch at a "real" CRT render on a real TV ...
I don't rembember the scanlines was so visible ... back then
You're remembering correctly; they weren't so visible on CRTs.

Part of the issue is that is that CRTs were interlaced instead of progressive. They actually did render like that where every other line was omitted, but they did so in an alternating method every other frame that happened fast enough that your eyes didn't clearly see the empty space. The led to a slightly less "stationary consistent" image (for real lack of better words), as well as one that was softer. CRTs were also resolution flexible, and often dealt with source consoles feeding them low resolution images.

How do you mimic this on HD, progressive displays? You truly can't, so no method will be exactly as we remember CRTs. It's precisely why I said you need a CRT to truly get the original look. But the scanlines are a part of doing our best to mimic the look (if you're wondering why not have the scanlines alternate, that would probably be too awkward and visually identifiable due to the differences in how LCDs and CRTs inherently work). The scanlines in the example I gave here are definitely a bit aggressive/exaggerated though.
The "Comsumer-1 Mode+ Softfilter Is the one I like best. It's just a much warmer and natural look to me.
Precisely why I liked it.

You wouldn't happen to know if there was a certain TV that was mimicking, would you? Or is it just a custom, creative filter?

I'm aware of the difference between the shadow mask and aperture grille ("Trinitron") types of CRTs, and I've never seen that from either type. Maybe something extra in the glass of a certain TV in particular had it give an image like that?

Nobody on SH2 right now ?
By no means am I far enough to make a broad review, but since I played another two sessions since my first one, I feel like I'd come back to this with some more thoughts of what little I've seen.





The streets of Silent Hill look, and more importantly, feel fantastic. It's eerie, it's unsettling, it's moody, and I love it. The way the fog rolls over everything, the way the creatures weave just in and out of vision along the edge, it's all so perfect. It's ironic that the fog was originally a way to deal with the limited render distance of the PlayStation, and here it is looking fancy (and probably cutting into performance, haha) and being something I love.

I've found a few routes that appear like they would give you a choice in how you approach something, perhaps to either avoid an encounter, risk another one for an item reward, or to reach a destination/enemy from another angle. Don't mistake it for an open world, of course, but some of the environment set pieces (like extra businesses and back entrances) are nice. Most, of course, are blocked off.

The combat (disclaimer, I've only dealt with the first melee weapon and a couple of enemy types, so no firearm or boss encounters yet) seems pretty basic, but for me, that's a good thing. Combat was never a strong part of the Silent Hill titles, and in many of the older ones, it was actually borderline bad. So to say it's simple, but works well, and isn't a complicated mess for a game that doesn't need a complicated mess of a combat system, was very welcome.

The pleasant surprise is that repeatedly stomping/bashing in enemies does not leave them stun locked or hopeless! They can and will interrupt between your strikes with a strike of their own, or to spit something at you. I think (?) you can avoid it with some recognition of when it might come, but I'm still pretty inexperienced with the combat and learning that. I've just noticed so far that getting the first hit in doesn't always equal beating it to death while it's stun-locked, so while the combat is simple... it's not simple in that way.

You can hear James' struggle/desperation when he attacks.

The one thing I don't like is that James will automatically ready a weapon if something is nearby, even if you can't see it (maybe the radio alerts him though?). This gave me the advantage of being ready for something that I didn't yet notice. This is a small "I'd like it to be harder on myself if I could" nitpick and not a real issue, however, but hey, I'm listing some first impressions and that's one of them. My qualms so far are only with really minor stuff.

I unfortunately can't speak for how faithful it is because while I definitely remember most of the major story beats, I never played through the original myself. Instead I watched a friend play a lot of it. I did play through 3, 4, and Homecoming completely though so I have experience with most of the early series. Based on that, this remake definitely gets the setting and overall feel right for me, but I can't speak for accuracy. From what I've heard most fans say, the story and characters (visuals aside) are left largely unchanged, but the environments are expanded and changed a bit.

As long as the rest of the game (namely, firearms and boss fights) aren't a big detraction for me, I'll probably love the rest of the game.

As always, I'm one single person, so others' opinions may vary.
 
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You wouldn't happen to know if there was a certain TV that was mimicking, would you? Or is it just a custom, creative filter?
If i had to guess, I'd say they were trying to mimic the Sony Trinitron screens. The mask and dot pitch looks about right, but a little more defined. Those screens where something Sony got VERY right. They were sharp without being TOO sharp and they looked amazing BITD.

I'm aware of the difference between the shadow mask and aperture grille ("Trinitron") types of CRTs, and I've never seen that from either type. Maybe something extra in the glass of a certain TV in particular had it give an image like that?
You actually got in one with that guess. However, this filter is much more refined and really looks cleaner than the actual screens ever did.

I don't rembember the scanlines was so visible ... back then
They weren't. Most filters over-exaggerate the effect and as such it looks like crap.

I think we might be straying from the topic, so I digress..
 
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I had an aperture grille (which is what made the Trinitrons what they were) but I don't believe it looked quite like that. I had a higher resolution PC monitor and not a TV though, so I never saw an actual Trinitron TV in person.
 

Count von Schwalbe

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Tried to get into Civ 6 again. Still has a terrible tutorial regarding resource management. I will go back to something simple, like modded Rimworld.
 
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Playing Star Trek Resurgence (Demo) which is made by ex-Telltale people. "Your actions matter" <evil grin>
It feels just like any Telltale game (the only one I liked was The Wolf Among Us) and thus the pacing is slow.
Reviews are very positive though so I might just try it.

 
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Pretty pumped to see some F.E.A.R. love on here.

Played the crap out of these years ago. And TBH, they didn't age terribly and still look decent enough at higher resolutions to be enjoyable.
GOG for all 3 is the ticket!
 

hat

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Halls of Torment got a big update recently... clearing new quests.
 
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Dakar Desert Rally, which I think I got free on Epic, is a great looking game and a lot of fun, if only the keyboard steering wasn't so sensitive. It's all over the place, but I'll persevere with the settings :)
Dakar Desert Rally_2024.10.10-15.23.jpg
 
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Dakar Desert Rally, which I think I got free on Epic, is a great looking game and a lot of fun, if only the keyboard steering wasn't so sensitive. It's all over the place, but I'll persevere with the settings :)
View attachment 367013
That Game looks great but controls like a potato.
 
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Trying to rethink my strategy in Dying Light 2 reloaded edition with all the feral vicious zombies spawning like there is no tomorrow every time I try to get those GRE inhibitors!
This version of the game has so many overlay mechanics & influencing agents on your ability to freely explore the world it's like no other game I've played in the open world genre.
 
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Tried to get into Civ 6 again. Still has a terrible tutorial regarding resource management. I will go back to something simple, like modded Rimworld.
Yeah I wanted to love Civ 6 too, the whole district thing is a nice add, there are some more wonders that really affect the world (the panama canal you can dig for example, its awesome) but mechanically its just messy, to me. I do think they are on the right path with the districts, because cities taking just a single tile never made sense, but its not quite what it needs to be, lots of stuff doesn't feel ironed out, its sometimes a mystery why you can't do or don't get certain things. One thing the districts did for the game though in a good way is that warfare and the whole map itself is being 'played' on a lot more than in Civ 5. Basically Civ 5 nudges you to armies and units that do not suffer from terrain penalties to win. Once you get missile artillery and carriers its GG. Civ 6 isn't quite like that.

You're remembering correctly; they weren't so visible on CRTs.

Part of the issue is that is that CRTs were interlaced instead of progressive. They actually did render like that where every other line was omitted, but they did so in an alternating method every other frame that happened fast enough that your eyes didn't clearly see the empty space. The led to a slightly less "stationary consistent" image (for real lack of better words), as well as one that was softer. CRTs were also resolution flexible, and often dealt with source consoles feeding them low resolution images.

How do you mimic this on HD, progressive displays? You truly can't, so no method will be exactly as we remember CRTs. It's precisely why I said you need a CRT to truly get the original look. But the scanlines are a part of doing our best to mimic the look (if you're wondering why not have the scanlines alternate, that would probably be too awkward and visually identifiable due to the differences in how LCDs and CRTs inherently work). The scanlines in the example I gave here are definitely a bit aggressive/exaggerated though.

Precisely why I liked it.

You wouldn't happen to know if there was a certain TV that was mimicking, would you? Or is it just a custom, creative filter?

I'm aware of the difference between the shadow mask and aperture grille ("Trinitron") types of CRTs, and I've never seen that from either type. Maybe something extra in the glass of a certain TV in particular had it give an image like that?


By no means am I far enough to make a broad review, but since I played another two sessions since my first one, I feel like I'd come back to this with some more thoughts of what little I've seen.





The streets of Silent Hill look, and more importantly, feel fantastic. It's eerie, it's unsettling, it's moody, and I love it. The way the fog rolls over everything, the way the creatures weave just in and out of vision along the edge, it's all so perfect. It's ironic that the fog was originally a way to deal with the limited render distance of the PlayStation, and here it is looking fancy (and probably cutting into performance, haha) and being something I love.

I've found a few routes that appear like they would give you a choice in how you approach something, perhaps to either avoid an encounter, risk another one for an item reward, or to reach a destination/enemy from another angle. Don't mistake it for an open world, of course, but some of the environment set pieces (like extra businesses and back entrances) are nice. Most, of course, are blocked off.

The combat (disclaimer, I've only dealt with the first melee weapon and a couple of enemy types, so no firearm or boss encounters yet) seems pretty basic, but for me, that's a good thing. Combat was never a strong part of the Silent Hill titles, and in many of the older ones, it was actually borderline bad. So to say it's simple, but works well, and isn't a complicated mess for a game that doesn't need a complicated mess of a combat system, was very welcome.

The pleasant surprise is that repeatedly stomping/bashing in enemies does not leave them stun locked or hopeless! They can and will interrupt between your strikes with a strike of their own, or to spit something at you. I think (?) you can avoid it with some recognition of when it might come, but I'm still pretty inexperienced with the combat and learning that. I've just noticed so far that getting the first hit in doesn't always equal beating it to death while it's stun-locked, so while the combat is simple... it's not simple in that way.

You can hear James' struggle/desperation when he attacks.

The one thing I don't like is that James will automatically ready a weapon if something is nearby, even if you can't see it (maybe the radio alerts him though?). This gave me the advantage of being ready for something that I didn't yet notice. This is a small "I'd like it to be harder on myself if I could" nitpick and not a real issue, however, but hey, I'm listing some first impressions and that's one of them. My qualms so far are only with really minor stuff.

I unfortunately can't speak for how faithful it is because while I definitely remember most of the major story beats, I never played through the original myself. Instead I watched a friend play a lot of it. I did play through 3, 4, and Homecoming completely though so I have experience with most of the early series. Based on that, this remake definitely gets the setting and overall feel right for me, but I can't speak for accuracy. From what I've heard most fans say, the story and characters (visuals aside) are left largely unchanged, but the environments are expanded and changed a bit.

As long as the rest of the game (namely, firearms and boss fights) aren't a big detraction for me, I'll probably love the rest of the game.

As always, I'm one single person, so others' opinions may vary.
Having played the OG Silent Hill 3 (not 2 or 1) I think the remake is very faithful to the original, if not a carbon copy. I recognize all the limitations and yes, the combat readiness state is a thing too; it matches with radio static. Basically, radio static means 'you're likely fucked' so its time to start planning your moves carefully; if you explore a space, can you still get out? Is it wise to find and kill the enemies or avoid them? You might have noticed that its not beneficial to be in combat altogether - its a means to escape or pass through something, but never core gameplay. If you fight everything, you'll run out of resources fast. Stuff even respawns, or a new bit of progress in the same area just creates a whole new batch of enemies, generally a vast increase of them forcing you to run anyway. You may or may not have found a couple of handgun bullets yet. Tiny spoiler: an entire map could have numerous ammo containers to loot... and you'll likely have just enough to fill one clip :) Conserve everything. And then you realize combat is really, while simplistic, rather 'souls-like'; dodge is everything, you cannot interrupt any attacks like you said, and mashing attack will leave you beaten and broken. Really gotta learn to recognize attacks and respond proper.

If there is no pool of blood under your victim, it WILL get up again.
Basically the game constantly drives you to explore, but also keeps reminding you exploration comes at a price. Its brilliant. Its all the little details: those giant (but still small) spiders for example... barely do damage to you, but if you're on the brink of death, WILL kill you; and they also generate radio static, so even the tiniest bug will make you feel on edge; it could just as well be a scary enemy. If its just a bug though, you'll want to kill it so you can detect whether there's a real enemy around too. The game constantly puts those dilemma's on you.


_______

Continuing my several week long 'spree' of checking out new games...

Thronefall. This feels in everything like a perfect Steam Deck game. Plays with controller. Starts off so simple you wonder whether you're playing a shitty mobile game. After 2-3 levels though you figure out you've got some wild combination of Stronghold and tower defense going on, and the possibilities/strategies you can adopt, are pretty varied. Its got a small discount since it just got 1.0. Get this. You won't regret. The difficulty quickly goes up, and when it starts to feel unfair, you know you're missing some mechanical sweet spot in your setup (you pick perks to approach every level with, and certain combinations are fantastic and enable a very specific strategy/playstyle).

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Things I do sometime in open world game, just walk around like literally walking around the city. Look at map on where to go, on this pic I just ate at the restaurant. Might go to the beach next watching sunset. They enable listening to radio while walking means it's good to walk while listening to Royal Blues Radio. It seems fitting. Sometime we miss this kind of details the devs put on the game. I don't enable RT or any DLSS, think it still looks great.

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Right now I am trying to game "Nobody Wants to Die" but the GoG version keeps crashing from time to time, and it doesn't matter if I run EXPO and GFX OC, EXPO and no GFX OC, or no EXPO and no GFX OC or no to both :(

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I really enjoy the game play but it's just annoying the game crashes :(
 

Space Lynx

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Right now I am trying to game "Nobody Wants to Die" but the GoG version keeps crashing from time to time, and it doesn't matter if I run EXPO and GFX OC, EXPO and no GFX OC, or no EXPO and no GFX OC or no to both :(

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I really enjoy the game play but it's just annoying the game crashes :(

have you tried running it in compatibility mode for windows 7 or w.e?
 
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have you tried running it in compatibility mode for windows 7 or w.e?

Nope, I added run as administrator to the desktop shortcut.

Next time the game crashes I will try it.

*Edit*

Now I tried it still crashes hmm :(
 
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Space Lynx

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Nope, I added run as administrator to the desktop shortcut.

Next time the game crashes I will try it.

*Edit*

Now I tried it still crashes hmm :(

no idea then, if I can't figure it out with compatibility mode or admin mode, i usually give up. oddly enough if Windows gives me lots of issues, I have found that if I play the same game on SteamOS with steam deck or linux mint with steam proton switch turned on in steam settings, it will usually run flawless. This is another reason I will always stick with Steam Deck's for my handheld, it's nice having a place to play my games that no longer work easily on Windows.
 
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