That's yet another thing AMD fixes for this title right out the gate. It's crazy how many visual issues the Nvidia cards produced. Having Nvidia computers all my life I guess I just became used to having no fog at the very beginning of the game I totally forgot that's a thing that should be there.
#Silent hill 2 pc compatibility fix update#
ini settings (or, even better, simply implemented with no needing to enabled/disable it) in the next update since the lighting fix is now integrated in the exe?Īlso, I read up on the comments over there: That's always done that on all versions of the game as far as I remember and part of the "norm" for the game's engine.Īnd remember to backup your original exe before replacing!Īnd it worked!! Can the fixed Maria ending be its own thing in the. (This AMD desktop I purchased doesn't have top-of-the-line specs.) Now with or without the SMAA injection the game will briefly "hiccup" when James runs into the next chunk of the world that the game is loading in. Damn.Īlso, with SSAA and the fog fix: While I didn't have a framerate HUD up the framerate took a nosedive without question. But with the ENB d3d8 introduced the original screen freeze/pause duration is back but the transition speed afterwards is still sped up. It's not readily noticeable (seriously, your fast transitions will spoil a man to never wanting to go back) but I think I see what's going on: In the vanilla build there's a screen freeze/pause for X amount of seconds before the black fade transition. I went back and forth enabling/disabling fast transitions and you're right. Is there any way to get fast transitions to play nice with the ENB d3d8.dll file?Īwesome. The culprit is the ENB converter's dll file. ini to use one flashlight fix over the other? Of course, while retaining the fixed "Maria" ending for either one.įast transitions no longer work. Could you update the new widescreen fix to either revert back to this method for fixing the light bug or have an option in the. I can confirm that the previous flashlight fix (where characters appear marginally dimmer) works without crashing the game. The game crashes whenever James' flashlight is on and an enemy/character is in the same area. However, two new problems stem from using these two third party solutions: While not only providing beautiful anti-aliased edges with little-to-no performance hit (even in the fogged areas with the fog fix active my computer doesn't miss a beat!) the SMAA fix also seems to correct the "black lines on faces" issue! So to use this I also downloaded the ENB DX8 to 9 converter found here: InjectSMAA requires games to be DirectX9 or above for it to work. Happily, there is a solution to fix both of the above problems: Using an injected SMAA solution found here: As you know, this is very resource heavy for a machine and, when used with Nemesis' fog fix, can bring a computer to its knees when outside in the fog (my computer is one that can't handle SSAA and the fog fix together). So the only way to get anti-aliasing in this game without introducing additional visual anomalies is to use supersampling AA. To start: With AMD cards the characters have black lines/"cuts" across their faces when they are past a certain distance from the camera and it becomes one of those situations where "once you see it you can't unsee it."Īdditionally, AMD cards/control panels don't have built-in FXAA like Nvidia cards do (which makes sense as FXAA was developed by Nvidia). I'm not finding a workaround for menus not to be stretched and to mantain the 4:3 AR, considering the game uses both dxcfg.exe and the internal graphics option it MAY be solved by playing with those values.Using an AMD computer I've found other third party solutions to fix some of the last remaining bugs to work in conjunction with the widescreen fix. Having this option enabled will make your pause menu to focus on a squared section of the screen, by disabling this option (with a 0) the pause menu issue will be fixed. # Hotkeys to invert X axis is F3 and Y axis is F4
# Set the sensitivity, hotkeys are page up and page down (The value set here is used at start) # Modify the blur effect, leaving these at 0 is recommended # The map will zoom in correctly to your aspect ratio # Increase the resolution of background screens # Horizontal FOV value, leave at 0 to use automatic detection. # Vertical FOV value, leave at 0 to use automatic detection. #Use HKEY_CURRENT_USER instead of HKEY_LOCAL_MACHINE
# Enable to print debug info from Silent_Hill_4_PC_Fix.dll to a console
#Silent hill 2 pc compatibility fix Patch#
Just for discussing this patch improvements,findings and updates.