Wrong FOV: RESIDENT EVIL 2 / BIOHAZARD RE:2 2019

Gaming on 21:9 and ultra-wide single screen monitors
gcleveland
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Re: Wrong FOV: RESIDENT EVIL 2 / BIOHAZARD RE:2 2019

Post by gcleveland »

Here is an example with fxaa+taa on in the game and then fixed up with reshade. Looks much better to me. 32:9 default. Did not change fov yet.

https://imgur.com/Wes739K
Lexars
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Re: Wrong FOV: RESIDENT EVIL 2 / BIOHAZARD RE:2 2019

Post by Lexars »

Evil_Raven wrote:
jackfuste wrote:Apply this patch to re2.exe
re2_32x9.7z

or using Hex-editor replace the following bytes in re2.exe:
FD FF A7 3F 00 00 00 00 => FD FF A7 40 00 00 00 00


Thank you very much, it's very cool! How do you find this value and how do you know what to replace it with ? Through ReHex I can find and calculate only the screen resolution.
Image


Hi everyone, I'm new here, but I would always be helping...
Lexars
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Re: Wrong FOV: RESIDENT EVIL 2 / BIOHAZARD RE:2 2019

Post by Lexars »

jackfuste wrote:Apply this patch to re2.exe
re2_32x9.7z

or using Hex-editor replace the following bytes in re2.exe:
FD FF A7 3F 00 00 00 00 => FD FF A7 40 00 00 00 00


@jackfuste Could you share the Hex Calculator?
Woodbeam
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Re: Wrong FOV: RESIDENT EVIL 2 / BIOHAZARD RE:2 2019

Post by Woodbeam »

jackfuste wrote:Apply this patch to re2.exe

or using Hex-editor replace the following bytes in re2.exe:
80 BB FD 00 00 00 00 48 8B F8 74 05 => 80 BB FD 00 00 00 00 48 8B F8 74 00


Absolutely incredible, thank you! I'm a very basic user, but even with just a couple of minutes of tinkering with ReShade I've managed to get equivalent image quality to the base sharpening while using the game's TAA with seemingly no haloing! I can only imagine what will happen when someone comes up with a whole new TAA implementation! Hats off!
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RE2 Demo Custom Sharpening.PNG
RE2 Demo Custom Sharpening.PNG (355.07 KiB) Viewed 7426 times
RE2 Demo Original Sharpening.PNG
RE2 Demo Original Sharpening.PNG (469.57 KiB) Viewed 7340 times
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susahamat
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Re: Wrong FOV: RESIDENT EVIL 2 / BIOHAZARD RE:2 2019

Post by susahamat »

yep it looks good without edge sharpening filter then i prefer with lumasharpen reshade to be apply . btw thanks again jack for helping Community
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Woodbeam
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Re: Wrong FOV: RESIDENT EVIL 2 / BIOHAZARD RE:2 2019

Post by Woodbeam »

Is it alright to rehost the patches in this thread? More people should see them!
MrBonk
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Re: Wrong FOV: RESIDENT EVIL 2 / BIOHAZARD RE:2 2019

Post by MrBonk »

So I wouldn't recommend removing the in game sharpening filter. SMAA and FXAA will not do sufficient in any way on their own for this game. There is just too much raw aliasing generated from every part of the engine. (Textures, lighting, shading,geometry,dithering, standard undersampling issues of subpixel information). The TAA and sharpening are needed. And the in game sharpening when applied to the TAA does a far better job of recovering information without adding excessive artifacts than reshade sharpening solutions alone.

I would recommend using a light sharpening pass on top of the in game sharpening with TAA+FXAA with Reshade. Along with disabling Lens distortion (makes the image even blurrier), and screen space reflections. SSR absolutely wrecks the IQ in this game. It is absurdly low quality and adds a bunch of ghosting and smearing to the image where ever it is used beyond pools of water. Turning shadows down to High, and volumetric lighting to medium can save a lot of performance.

If you have the option and extra headroom I would also recommend you also use downsampling on top. DSR/VSR have a much better resolve filter than the in game resolution scaling (probably a basic linear resolve). But the in game resolution scale is a lot sharper than DSR by default. And with sharpening on top it will look just that much sharper.

I can't stress enough how much downsampling on top makes a difference in this engine with the TAA, much like RE7. If your GPU can handle it 150% resolution scale in game or 2.25x DSR (Which is equivalent to 150% in game as 2.25x is 1.5 of each axis. Resulting in an actual 225% difference in resolution) as a good middle ground.

(In some examples below I use Reshade FXAA over the TAA only option Instead of the in game TAA+FXAA as the in game FXAA doesn't do a good job of cleaning up the edge quality)

____________________________________________________

Image quality comparison.


We want the No AA image without the built in sharpening as our baseline of how the game should look. (As it should be disabled without TAA enabled. But it isn't)

No AA (No sharpening in game) http://u.cubeupload.com/MrBonk/NoAASharpeningdisabl.jpg
No AA (Sharpening enabled) http://u.cubeupload.com/MrBonk/NoAAwithsharpening.png
TAA without sharpening in game http://u.cubeupload.com/MrBonk/TAAwithoutsharpening.jpg
TAA with sharpening in game http://u.cubeupload.com/MrBonk/TAAwithsharpeninging.jpg
TAA with sharpening in game + lumasharp http://u.cubeupload.com/MrBonk/ccbTAAwi ... inging.jpg
150% res scale + in game sharpening +TAA-FXAA (No external sharp) http://u.cubeupload.com/MrBonk/678150re ... amesha.jpg
150% res scale + in game sharpening +TAA-FXAA +Lumasharp at 1080p output http://u.cubeupload.com/MrBonk/150resscaleingamesha.jpg
2.25x DSR TAA sharpen in game + Reshade FXAA +Luma Sharpen at 1620p http://u.cubeupload.com/MrBonk/225xDSRTAAsharpening.jpg
2.25x DSR TAA sharpen in game + Reshade FXAA+High Pass sharp at 1620p http://u.cubeupload.com/MrBonk/d69225xD ... pening.jpg


And a couple interactive comparisons
http://www.screenshotcomparison.com/comparison/127959
http://www.screenshotcomparison.com/comparison/127960
http://www.screenshotcomparison.com/comparison/127956
http://www.screenshotcomparison.com/comparison/127957
http://www.screenshotcomparison.com/comparison/127958

As you can see, the in game sharpening is highly aggressive in order to compensate for the equally aggressive TAA. But when it's still enabled without AA enabled, it causes a false impression that the final TAA option in the game is much blurrier than it is actually intended to be. As the sharpening+No AA causes a hugely disproportionate impression of how the game actually looks without AA.
Woodbeam
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Re: Wrong FOV: RESIDENT EVIL 2 / BIOHAZARD RE:2 2019

Post by Woodbeam »

I definitely agree that the game's native sharpening still produces too soft an image when using TAA, which is funny considering how wildly aggressive it's revealed to be when TAA is disabled. I'd like to see what you mean with this though:

MrBonk wrote:And the in game sharpening when applied to the TAA does a far better job of recovering information without adding excessive artifacts than reshade sharpening solutions alone.


Experimenting with ReShade's lumasharpen, even when maxed out it still doesn't appear to produce the amount of artifacting that the base sharpening does! Even using multiple sharpening shaders simultaneously doesn't produce the dark halos around high contrast edges that the base sharpening does. The zoomed in screenshots that I posted demonstrate this, though my ReShade settings there were less extreme. Really, it seems like the base sharpening solution is just awful all around, both failing to reclaim full crispness from the blurring of the TAA and introducing noticeable artifacts. However, I'm not an expert, and maybe there are tradeoffs in the form of other artifacting I'm not noticing. The dark haloing is what catches my eye the most with the base sharpening and it's much less present without the base sharpening regardless of what other kind of sharpening I use. Is there other artifacting that ReShade's solutions introduce that is even more disruptive?

Also, I've been trying to use screenshotcomparison myself and having trouble. I uploaded one comparison successfully but every time I've tried since then the page simply reloads and nothing is uploaded. My first comparison was pretty large, so I'd understand if I'd hit a bandwidth limit, but even a day later this persisted, and it still persisted even after I deleted that first comparison. No error or warning message appears, the page just resets and nothing happens. :(
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susahamat
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Re: Wrong FOV: RESIDENT EVIL 2 / BIOHAZARD RE:2 2019

Post by susahamat »

great explanation mr.bonk
MrBonk wrote:SSR absolutely wrecks the IQ in this game


dev didn't fix their SSR REEngine since RE7 released,its kinda disappointed for me
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Sethoylis
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Re: Wrong FOV: RESIDENT EVIL 2 / BIOHAZARD RE:2 2019

Post by Sethoylis »

I just made an account here so I can thank you Jack. You're a lifesaver.
SmoothGradient
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Re: Wrong FOV: RESIDENT EVIL 2 / BIOHAZARD RE:2 2019

Post by SmoothGradient »

Thank you jackfuste, I appreciate the work you've done to fix these issues that shouldn't be there in the first place. How in the world did you find the solution to disabling the sharpness filter and vignetting in the editor? Does the editing need to be done again once the game releases to disable the sharpening filter?
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Evil_Raven
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Re: Wrong FOV: RESIDENT EVIL 2 / BIOHAZARD RE:2 2019

Post by Evil_Raven »

jackfuste wrote:
Woodbeam wrote:This is amazing work, the vignette removal is a godsend! Any chance the sharpening could be turned off as well? It's insanely heavy, as turning off TAA (or just looking at the title screen) reveals. I'm certain the community could find a better balance for image quality if we could just get the base visuals without that effect.

Apply this patch to re2.exe
re2_disable_sharpening.7z

or using Hex-editor replace the following bytes in re2.exe:
80 BB FD 00 00 00 00 48 8B F8 74 05 => 80 BB FD 00 00 00 00 48 8B F8 74 00

vignette removal does not work =(

problem with the release version of the game
and is it possible to remove the black bars at least in some of the cutscenes are on the engine ? some cutscenes are made on the engine and it is noticeable when switching from cutscene to the game.

jackfuste wrote:Apply this patch to re2.exe

or using Hex-editor replace the following bytes in re2.exe:
FD FF A7 3F 00 00 00 00 => FD FF A7 40 00 00 00 00

the resolution patch is still working

re2.exe https://drive.google.com/open?id=1fm2FD ... bTACM4domj
http://www.wsgf.org/forums/viewtopic.ph ... 40#p174240
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Synthesthesia
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Re: Wrong FOV: RESIDENT EVIL 2 / BIOHAZARD RE:2 2019

Post by Synthesthesia »

jackfuste wrote:
Evil_Raven wrote:How do you find this value and how do you know what to replace it with ?

You need debugging skills to find something like that.
ReiVerme wrote:Is there any way to fix the 16:9 cutscenes?

Evil_Raven wrote:+ the cutscene in 16:9

Apply this patch to re2.exe
re2_v2.7z


Evil_Raven wrote:Is it possible to disable the vignette, I did not find the setting ?

Apply this patch to re2.exe
re2_disable_vignette.7z

or using Hex-editor replace the following bytes in re2.exe:
8B 87 3C 01 00 00 89 83 DC 00 00 00 => 31 C0 90 90 90 90 89 83 DC 00 00 00


I came to this forum specifically looking for this 16:9 cutscene on 21:9 fix...it doesn't work. I'm guessing something changed between the demo and the full release?
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Evil_Raven
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Re: Wrong FOV: RESIDENT EVIL 2 / BIOHAZARD RE:2 2019

Post by Evil_Raven »

Synthesthesia wrote:
jackfuste wrote:
Evil_Raven wrote:How do you find this value and how do you know what to replace it with ?

You need debugging skills to find something like that.
ReiVerme wrote:Is there any way to fix the 16:9 cutscenes?

Evil_Raven wrote:+ the cutscene in 16:9

Apply this patch to re2.exe
re2_v2.7z


Evil_Raven wrote:Is it possible to disable the vignette, I did not find the setting ?

Apply this patch to re2.exe
re2_disable_vignette.7z

or using Hex-editor replace the following bytes in re2.exe:
8B 87 3C 01 00 00 89 83 DC 00 00 00 => 31 C0 90 90 90 90 89 83 DC 00 00 00


I came to this forum specifically looking for this 16:9 cutscene on 21:9 fix...it doesn't work. I'm guessing something changed between the demo and the full release?

works, except for removing the vignette effect and cutscenes 16:9

works Image
re2_disable_sharpening It's not working Image
Last edited by Evil_Raven on 25 Jan 2019, 02:40, edited 2 times in total.
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Synthesthesia
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Re: Wrong FOV: RESIDENT EVIL 2 / BIOHAZARD RE:2 2019

Post by Synthesthesia »

Evil_Raven wrote:
Synthesthesia wrote:
I came to this forum specifically looking for this 16:9 cutscene on 21:9 fix...it doesn't work. I'm guessing something changed between the demo and the full release?

works, except for removing the vignette effect


I applied it to the RE2.exe and restarted the game and the cutscenes are exactly the same, pillar boxed 16:9.
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Evil_Raven
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Re: Wrong FOV: RESIDENT EVIL 2 / BIOHAZARD RE:2 2019

Post by Evil_Raven »

del
Last edited by Evil_Raven on 25 Jan 2019, 02:18, edited 1 time in total.
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Evil_Raven
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Re: Wrong FOV: RESIDENT EVIL 2 / BIOHAZARD RE:2 2019

Post by Evil_Raven »

Synthesthesia wrote:
Evil_Raven wrote:
Synthesthesia wrote:
I came to this forum specifically looking for this 16:9 cutscene on 21:9 fix...it doesn't work. I'm guessing something changed between the demo and the full release?

works, except for removing the vignette effect


I applied it to the RE2.exe and restarted the game and the cutscenes are exactly the same, pillar boxed 16:9.

I meant the gameplay. FOМ fix works, but there is a side effect in the form of a vignette
Attachments
20190125041552_1.jpg
20190125041552_1.jpg (173.81 KiB) Viewed 6410 times
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itchytasty
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Re: Wrong FOV: RESIDENT EVIL 2 / BIOHAZARD RE:2 2019

Post by itchytasty »

Incredible work, I hope it can be updated soon for the RE2 release which I'm playing right now and this vignette which is everywhere is insanely annoying. Really don't understand developers forcing something like this (especially with all the other options we can turn on/off)
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TheWitcher
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Re: Wrong FOV: RESIDENT EVIL 2 / BIOHAZARD RE:2 2019

Post by TheWitcher »

Cutscenes still 16:9 despite res patch.
admiraltennek
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Re: Wrong FOV: RESIDENT EVIL 2 / BIOHAZARD RE:2 2019

Post by admiraltennek »

The vignette disable still works for me, however after applying it a number of textures in darker areas of the game turned grey-ish. Reverting back to the original exe fixed this issue, so it's definitely related to the patch.
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