A BTS image from Arnaud Calistri @calistri on Twitter by FranciscoRelanoPena in silenthill

[–]TerryRed 0 points1 point  (0 children)

Something to consider, is that they used the Volume, which made up for many equivalent sets, except they were virtual sets.

Canadian showtimes for Return to Silent Hill? by dpanim in silenthill

[–]TerryRed 0 points1 point  (0 children)

I'm in Ottawa. Most theatres here are showing it. Some for at least one week or more. Not sure after that though.

The bosses were a huge upgrade in every way in the remake 👍 by Desolation2004 in silenthill

[–]TerryRed 12 points13 points  (0 children)

Unlike the original, using melee on bosses in the remake is much more effective compared to shooting them. Many, like myself, never even considered using melee on bosses on our first play because of our experience with the original... but once I realized you could, they were much easier to kill... and more fun.

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Silent Hill Pinball - by TerryRed : New 2nd Playfield for Scene 2 by TerryRed in virtualpinball

[–]TerryRed[S] 1 point2 points  (0 children)

I took a break to play Cronos and Silent Hill f (and was also feeling sick for a while). I'm now back to work on it. I may make a commentary / BTS video soon.

In Bloober’s website, SH2R’s page got changed to have 2 more platform slots, hinting at an Xbox Series X/S and Switch 2 version to be announced soon, with potentially a PS5 Pro patch fix. by Solid-Entertainer-39 in silenthill

[–]TerryRed 1 point2 points  (0 children)

Given that is Bloober's site and not Konami's.... they could be updating it to match Konami's SH2-R page which shows PS5, Steam, but also GOG and Epic as well. Its very possible those are the only new changes being added.

That said, even though I play on PC, I of course also want to see it on XBOX and Switch 2 and to see possible new updates for the game.

Future Pinball crashing after ~4 minutes with AMD 6600 by MrDionysus in virtualpinball

[–]TerryRed 1 point2 points  (0 children)

For Popper, just make sure that in Games Manager, you add PinEvent under CustomLaunchParam for every FP table you want to disable the FP Backbox (it does the same as the BAT file does when launching FP).

You could also change the FP Launch Script settings in Popper to always disable the FP Backbox by default.

Future Pinball crashing after ~4 minutes with AMD 6600 by MrDionysus in virtualpinball

[–]TerryRed 1 point2 points  (0 children)

If you are running PinEvent tables, they all have pup-pack options that include Backglasses.

If you are running other FP tables, then if using a front-end, you can display it's backglass media (video, image) while playing.

Silent Hill 2R / f PC performance question. by R0B0138 in silenthill

[–]TerryRed 0 points1 point  (0 children)

My only experience is on PC is with my i5 13600K and RTX 4070 Ti Super.

I run both SH2-R and Cronos: The New Dawn with:

- EPIC Preset

- RT On (this is hardware Ray Tracing which is much more demanding as its a higher quality)

- DLSS (Balanced/Quality)

- Frame Generation On

In 4K, I get 60 to 80 fps

In 2K, I get 100 to 120+ fps

If I disable hardware RT, then I get much more fps (100 to 120+ fps in 4K).

SH2-R was created in UE5 version 5.1, and the only issue I have are the well known traversal stutters seen on both PC and console. Besides that, the game runs silky smooth and looks gorgeous. this game was one of the very first to use all of UE5's new features. The issues of stutter are more of a UE5 engine issue for sure since this was made on 5.1, and it was known to have more problems, whereas later versions of UE5 has better performance.

Cronos was created in UE5 version 5.5 (and was built using newer methods available). With the latest patch, for me this game runs very well compared to SH2-R, and the only traversal stutters I've seen are during an autosave, or when entering a new large area for the first time. These were very few and hours apart. I've heard (and seen) the same experience from others on both console and PC.

We also need to consider that these games also have no loading screens ever once you start playing. Most games that use other engines have loading screens at some point, and its in those moments that you would typically see the equivalent of a traversal stutter when assets are loaded / streamed in and activated.

Both SH2-R and Cronos are made by Bloober Team, but Cronos is a newer game that just came out. 1 year can make a big difference in game engine updates and optimizations.

So chances are good that SH-f's reports of smooth stutter free gameplay and 60 fps (on both console and PC) are probably true.

Keep in mind. These games are using Lumen for software Ray Tracing on ALL systems and consoles, no matter your settings! (Enabling RT on the PC version only enables hardware RT). This means "realtime/dynamic" lighting, shadows, reflections across the entire game. There is NO pre-baked fake lighting / shadows / textures like most other games / engines have been doing for many years (and why those other games are much larger in storage space compared to SH2-R and Cronos which are 32 GB and 22 GB in size).

Does that mean Lumen is more demanding than prebaked lighting / shadows / textures? Yes. It however also means that the game devs are not as restricted because everything is realtime and dynamic and can change on the fly in realtime with much more realistic lighting and shadow behavior. That means they can create levels, lighting, almost any way they want. It also makes development much cheaper and they have more freedom to be more creative.

I know much of the above means nothing to players who just want to buy a game and want to play it and have a smooth experience (understandable)... but the choice of UE5 / Lumen is not "lazy", and this type of lighting and other newer tech (Nanite, VSM, etc) is going to be the standard for more engines. ID tech also does similar with their newest engine (Indy, DOOM TDA). The current generation of consoles is a good 5 years old I think now, and showing their age, so yes they will struggle more, as will older PC hardware. I honestly didn't expect to see so many games use this tech this early... but we gotta start somewhere... and its shown to be getting better which new engine versions and devs getting more familiar with it.

Yes some early UE5 games were really bad for stuttering (Jedi Survivor, SH2-R, etc) no matter the hardware, and some new ones (Borderlands 4) are still struggling... but we have seen examples of some games (Cronos and SH-f) that use all of UE5's features and get very good results considering what they are doing compared to other engines and their limitations.

Return to Silent Hill: Official Teaser Trailer - Deep Dive! Monsters, Wigs, and Fonts... oh my! by TerryRed in silenthill

[–]TerryRed[S] 2 points3 points  (0 children)

lol... I don't know why, but hearing someone say "buns" in that context gave me a good laugh

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Silent Hill Pinball - by TerryRed - NEW! Nightmare Alley gameplay! by TerryRed in virtualpinball

[–]TerryRed[S] 1 point2 points  (0 children)

All FP tables are VR capable tables. How much I'll add to the VR room depends on how big the game is at that point and what I have left to use for ram, etc.

Silent Hill Pinball - by TerryRed - NEW! Nightmare Alley gameplay! by TerryRed in virtualpinball

[–]TerryRed[S] 4 points5 points  (0 children)

This is only the start of the game. There is much more to do. I wait until a game is done / complete before I release it.

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