SC:R - list of features to be added/fixed - Page 10
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iPlaY.NettleS
Australia4255 Posts
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HaN-
France1916 Posts
On April 05 2018 03:09 kogeT wrote: Can you guys give some good printscreens on how SC looked / should look like vs current situation? I searched on Google, that's the best screenshots of old BW I could find. https://imgur.com/a/6kGZ0 Edit: I'm not even sure those screenshots (especially the last one) are exactly what old BW looked like. Ideally we would have someone give us screenshots from Iccup + replay so we can make perfect comparison in SCR. | ||
TT1
Canada9932 Posts
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Jae Zedong
407 Posts
On April 05 2018 17:55 HaN- wrote: I searched on Google, that's the best screenshots of old BW I could find. https://imgur.com/a/6kGZ0 And now a comparison, please. I think "SD graphics in RM suck" has become a trite meme at this point. I don't see a big difference. | ||
TT1
Canada9932 Posts
On April 05 2018 18:03 Jae Zedong wrote: And now a comparison, please. I think "SD graphics in RM suck" has become a trite meme at this point. I don't see a big difference. lol, theres obviously a difference. if there wasnt blizzard wouldn't have implemented the SD filter option. just compare scan's old 1.16 vods with routa's (foreigner who plays SCR on the classic graphics), you can clearly see the difference.. game has way more jagged edges/is way more pixelated: https://www.twitch.tv/videos/78972975?t=57s vs https://www.twitch.tv/videos/246187328?t=11m15s | ||
ArmadA[NaS]
United States346 Posts
I had to slightly compress one image to make a side-by-side comparison since the screenshot in SC:R is larger than 1.16. Max gamma on both, SD filter set to 1 (where 0 is left-most). | ||
snowfruit
Germany34 Posts
Might not be accurate as there are a lot of factors going into taking screenshots and scaling, but the minimap is the most obvious difference. (edit: filter is off) | ||
ProMeTheus112
France2027 Posts
On April 05 2018 17:58 TT1 wrote: SCR classic graphics look diff/worse than the old BW graphics because the resolution of the game changed. Remember how we needed to screen capture BW in order to stream the game with XSplit (because classic BW was 4:3)? Now you can just stream SCR by running OBS because the game is 16: 9, i'm pretty sure the reason why the game is more pixelated is due to the res change.. i doubt there's much they can do about it. yeah they can because, you just have to set the resolution when displaying SD to something that renders pixels 1:1 like, 640x480 + whatever you need to fill the rest of the 16 : 9 on the sides, so thats 8xx*480 then the graphics would be displayed properly, no misplaced pixels and no filters.. [or 640x480 for 4:3 screen users..]. or, x2 if your screen can't do low res.. | ||
Lazare1969
United States318 Posts
On April 05 2018 17:58 TT1 wrote: SCR classic graphics look diff/worse than the old BW graphics because the resolution of the game changed. Remember how we needed to screen capture BW in order to stream the game with XSplit (because classic BW was 4:3)? Now you can just stream SCR by running OBS because the game is 16: 9, i'm pretty sure the reason why the game is more pixelated is due to the res change.. i doubt there's much they can do about it. yes there is "much" they can do about it if you understand how it works. they are taking 640x480 game assets and upscaling it with their opengl renderer. the key is to figure out a better upscaling algorithm to provide as an option so they can replicate the appearance of the original 640x480 game when upscaled via GPU or monitor scaling as closely as they can, instead of just relying on a cheap nearest neighbor interpolation which results in a pixelated output. | ||
ProMeTheus112
France2027 Posts
so for example 1280x960 should work (4:3) | ||
Golgotha
Korea (South)8418 Posts
Am I missing something? Why didn't the creators of bw add this? | ||
kogeT
Poland2000 Posts
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Cele
Germany4013 Posts
On April 06 2018 16:53 kogeT wrote: I think we should have a carrier building interceptors animation to avoid being deceived by hallucinated carriers. I think HT should flash bright red 5 seconds before storm is cast, so that zerg has enough time to dodge it. Also the spot for storm should be marked like the spot for a nuke. Only bigger and better visible. It's fair for balance becoz it's the same as nuke then, amirite? As compensation, all zealots will have 3 scarabs for free they can plant. They burrow, unburrow when an enemy unit is near and do 125 dmg. @ Golgotha: i have honestly no idea. I would speculate that the creator's never ever imagined it could be relevant for balance, thus a simple oversight. We are talking 1998 here, where competetive RTS, not to mention e-sports, was no thing yet. But as you already said, it would affect balance, which is assymetrical in bw by game design. I dislike the idea of trying to achieve symmetry here, because it implies we either just ignore the overall assymetrical design or you would need to aim for total symmetry. And while i liked wc2, symmetrical unit design was pretty boring (; That's the point i wanted to adress with my slightly ironic post above (; | ||
Golgotha
Korea (South)8418 Posts
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Cele
Germany4013 Posts
On April 06 2018 18:23 Golgotha wrote: is it because that would make protoss even easier? we can't have that =) Oh come on ^^ | ||
ProMeTheus112
France2027 Posts
On April 06 2018 16:15 Golgotha wrote: I have a suggestion that might turn brood war balance upside down: make gateways light up when producing units like the Stargate and barracks. It always bothered me that gates don't have an animation when warping in units. Am I missing something? Why didn't the creators of bw add this? imo deliberate choice by the original devs, you cannot tell whether P is making something out of a gate, just like for some other buildings. So, you can hide whether you are producing or not. If a T is sieging into your base and you are making DTs, there is no tell. If at the start of a game you have gates but skip some cycle to make something else, there is no tell. A balance/design choice. If a Z is making stuff out of larvas, it won't tell you what it is, all eggs are the same. Etc. It matters, you can use it. | ||
Golgotha
Korea (South)8418 Posts
On April 06 2018 21:56 ProMeTheus112 wrote: imo deliberate choice by the original devs, you cannot tell whether P is making something out of a gate, just like for some other buildings. So, you can hide whether you are producing or not. If a T is sieging into your base and you are making DTs, there is no tell. If at the start of a game you have gates but skip some cycle to make something else, there is no tell. A balance/design choice. If a Z is making stuff out of larvas, it won't tell you what it is, all eggs are the same. Etc. It matters, you can use it. That's a good point. I guess it kinda hides your intentions a bit | ||
Ikirouta
Finland726 Posts
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Lorch
Germany3657 Posts
On April 06 2018 08:01 ProMeTheus112 wrote: i think you can only upscale real clean if you use a multiple of original resolution so for example 1280x960 should work (4:3) That actually only affects the smoothness of scrolling. What you refer to is integer scaling. It keeps all pixels square. The issue at hand is that Blizzard uses a very simple scaling method in RM, I'm pretty sure it justs draws n pixels for each original pixel. That's why it looks so choppy. Whereas before, either your graphics card or your monitor would scale BW from 480p to whatever your monitor's native resolution is. And depending on your graphics card/monitor it may look better. They implemented their filter, which basically just blurs the picture, as it's a way easier fix than to look at various upscale methods and pick the best one. Since RM doesn't even have a resolution option, there is nothing one can do atm. It's all up to Blizz. If they would merely add an option to render the game at 480p, SD graphics would look like 1.16 again. And your ability to add a game to OBS has nothing to do with its resolution or its format. Issues with OBS/XSplit usually come from the game using an old rendering framework that OBS/Xsplit can't properly capture. | ||
10dla
127 Posts
On April 06 2018 21:56 ProMeTheus112 wrote: imo deliberate choice by the original devs, you cannot tell whether P is making something out of a gate, just like for some other buildings. So, you can hide whether you are producing or not. If a T is sieging into your base and you are making DTs, there is no tell. If at the start of a game you have gates but skip some cycle to make something else, there is no tell. A balance/design choice. If a Z is making stuff out of larvas, it won't tell you what it is, all eggs are the same. Etc. It matters, you can use it. So seeing that Zerg and Terran are producing is OK. Seeing that Protoss is producing is not OK. Makes perfect sense | ||
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