Ridge Racer 2
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05-11-2013, 11:01 AM
(This post was last modified: 05-12-2013 04:58 AM by sfageas.)
Post: #76
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RE: Ridge Racer 2
And to keep the celebration going gentlemen, I bestow upon you a nice delicacy of screenshots from my RR session just now:
MOAR!!!!!!!!!!!!!!!! to be continued.... |
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05-11-2013, 12:25 PM
Post: #77
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RE: Ridge Racer 2
Looks like you could kill someone with low internet bandwidth with that.
Why don't you post those images in [url] tags instead? |
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05-11-2013, 01:59 PM
Post: #78
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RE: Ridge Racer 2
You could make them a bit smaller isamu,or do you want me to do it?
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05-11-2013, 10:01 PM
Post: #79
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RE: Ridge Racer 2 | |||
05-12-2013, 04:59 AM
Post: #80
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RE: Ridge Racer 2
Continued from isamu post
A sight for sore eyes...... To be able to play these classic Rage Racer and R4 Type 4 tracks....at 60ps...on the big screen.....with updated graphics.....and a steering wheel/pedals.... *sigh*....Truly a dream come true. Thank you Namco for this game. Thank you Henrik for making this SUPERB emulator!!!!!!!!!!!!!!!!!!! Truly one of the only times you'll hear me say "It's a thing of beauty!" |
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05-12-2013, 11:40 AM
Post: #81
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RE: Ridge Racer 2
Thank you sir!
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05-12-2013, 12:26 PM
Post: #82
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RE: Ridge Racer 2
Which graphics settings did you end up using in the end, as in filtering or whatever.
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05-13-2013, 12:20 AM
Post: #83
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RE: Ridge Racer 2
(05-12-2013 12:26 PM)The Phoenix Wrote: Which graphics settings did you end up using in the end, as in filtering or whatever. Basically everything checked and turned up to the max. I'm thinking of turning off texture rendering though so they don't so stretched. I really really REALLY want to find an OpenGL to D3D wrapper so I can use SweetFX. I tried Quindie but no luck |
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05-13-2013, 06:15 AM
Post: #84
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RE: Ridge Racer 2
What FX in SweetFX do you think would look good on this?
I might add an internal post processing system for PPSSPP one day and it would be interesting to know what the most important effects are. |
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05-13-2013, 08:38 AM
Post: #85
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RE: Ridge Racer 2
(05-13-2013 06:15 AM)Henrik Wrote: What FX in SweetFX do you think would look good on this? Henrik....post processing or pretty much anything related to graphics and image quality is completely subjective. What may look great to someone may look like crap to others. I personally have taken a liking to effects that mimic an old arcade monitor, and allows the user to apply things like scanlines, rgb sepia tone, and lumen output. Other people won't touch this stuff but may like fiddling with HDR, Bloom and some FXAA settings. If you are interested in suggestions, I would say it would be great if you could incorporate ALL the post processing effects from SweetFX into PPSSPP, or develop the same shaders SweetFX has and allow us to use them. I have NO doubt a game like Ridge Racers 2 would make me drool at the sight of an arcade monitor effect! Take a look at some example shot I've taken lately: Without SweetFX: WITH SweetFX: Without: With: I love these type of old crt effects. Ridge Racer would look great with imho. Well hope that helps. In the meantime if anyone finds any other wrappers out there please let me know. |
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05-14-2013, 12:32 PM
(This post was last modified: 05-14-2013 12:34 PM by Donel.)
Post: #86
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RE: Ridge Racer 2 | |||
05-14-2013, 02:08 PM
Post: #87
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RE: Ridge Racer 2
Bloom Lighting and Cell Shading would be nice too. I just hope that post processing effects will be treated the right information they need such as depth info so the effects will be real effects and not just a photoshop effect. I think that effects like Bump Map would be also nice if you could calculate the effect from the texture decoder.
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05-15-2013, 10:59 AM
Post: #88
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RE: Ridge Racer 2
Man....that Angel Kid race towards the end of the Pro Tour is NO JOKE! Was on that thing for like half an hour!
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05-26-2013, 02:46 AM
Post: #89
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RE: Ridge Racer 2
Hello Sfageas, etc.... can one of you guys address this please?
Henrik Rydgard Wrote:Add back the deadzone to XInput, definitely required with my pad. Restore the magnitude square root. Henrik Rydgard Wrote:Add KrossX's fix for XInput analog range. The PSPs analog is really far extended outside the circle, even further than the 360. I'd like to know what this means, and where or how to adjust the deadzone on the analog knob? I'm in the controls Xinput menu and around the knob but all I see are the normal LX-/LX+ LY-/LX+ values and no option to adjust deadzone. Using the very latest build post just a few hours ago. Also, can you shed some light on what the KroxxX analog xinput fix did and how it affects us users who are using say, a steering wheel to mimic the psp analog knob? Does it give us more range to play with, or....? Hopefully it means better control for racing games like Ridge Racer? |
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05-26-2013, 01:12 PM
Post: #90
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RE: Ridge Racer 2
i dont know if is already been reported: if you press start in the race for pausing and then resume you can ear the music for some seconds. Pressing start continously you can ear all the song.
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