In reference to how each platform renders shadow casting upon dynamic movable objects. OpenGL hardware and Direct3D 11 hardware mode renders soft shadows, but the shadows will become sharper the higher the rendering resolution you use.ĭirect3D 9 hardware mode renders no shadows at all.
Direct3D 9 softwareDirect3D 11 softwareand OpenGL software mode have console-accurate soft shadows but the game will only render at a resolution. The PlayStation 2 version has soft shadows. Silent Hill 2: Enhanced Edition has soft shadows, and maintains softer shadows at higher rendering resolutions. The PlayStation 2 version uses per-vertex lighting for the flashlight, which creates blocky, unevenly-lit lighting effects. Silent Hill 2: Enhanced Edition uses per-pixel lighting for the flashlight to achieve perfectly curved and smoothed lighting effects. In reference to how each platform renders the lighting effects of the flashlight against the environment. Silent Hill 2: Enhanced Edition allows you to adjust the amount and opacity of fog to your liking. Additionally, the camera will clip into certain walls when using widescreen aspect ratios. Note that Silent Hill 2: Enhanced Edition is best experienced in a aspect ratio. Regardless of whether a limitation is due to the game or emulator, the people who work on PCSX2 are an extraordinarily talented and passionate group of programmers who deserve nothing but our respect and admiration. Codec is some overlay missing yeah.There is no such thing as a singular best platform to experience the game on. If you look closely you're supposed to have the Foxhound logo as well in there, but even that is missing. It's basically an entire missing layer in the graphics. It's not even a 'sun effect' really on the codec. Maybe GS-X? I don't think that's a bad name.
I do think changing the name might be a good idea though, specially if the idea of splitting it into two plugins one for PS1 and one for PS2 comes into play. Literally can't wait! Thank you for those fixes. Yeah I never had it enabled in the first place unless some CRC hack is overriding it. GTA:SA also needed that to be disabled for a specific sun effect. Likewise : I'm quite looking forward to the idea of making OpenGL mode the default, which is slightly ironic in a plugin named gs"DX". I'm honestly excited about the OGL's acurracy fixes. But as ssakash says, the game uses depth which is disabled by default or using the auto depth skip hw hackthis is something gregory is working on currently, but it may make things look different. Although tbh i prefer the opengl mode :P. The sun effects maybe? OpenGL Hardware with the Accuracy tweaks. Missing overlay effect in codec conversations. Missing effects in regular gameplay Hardware Software. These are already known, but it's worth posting anyway IMO as I didn't find any other issue posted here. Already on GitHub? Sign in to your account.
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