Silent Hill 2 Remake

cm2

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Nintendo $20 EShop
Nintendo $20 EShop
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PSN Gift Card $20
PSN Gift Card $20
Started PC version hard mode of the game. The new fog effect is nice! combat also great. Recorded some cutscenes and gameplay:
 
Played it some more, killing many monsters on the streets of Silent Hill lol recorded it:

Running through the second form of the city's streets, got the flashlight and killed the first Thigh monster thing that could grapple you to death with its quadruple thighs lol. Recorded it:

 
Close Quarters Combat time exploring the woodside apartment. The Thigh Monster tried to ambushed me but failed lol. Fighting the acid vomiting monsters indoors, in narrow hallway and tight spaces were pretty tough. Had to be really careful. And got the handgun yay! lol recorded it:

 
2B in the game mod lol
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Played some more. exploring the Wood side apartment more, killed more monsters and Solved the Graffiti room puzzle. Recorded it:

 
Modders "fixed" Maria's face lol
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Killed a lot of female Thigh Monsters upstairs, got the second coin and met Eddie. Recorded it:
 
Full behind the scenes video of the remake:
 
Recommended, right? I'm gonna have to play it. I never played Silent Hill 2.
The first one, back on the PSX was actually the best imo. But SH 2 Remake is also good. The horror story stuff, great combat system. also fun puzzles.
 
The micro stutter that DF also mentioned in their tech analysis video is rather annoying and white flashes when you move the camera fast in Unreal Engine are also annoying, 3d Polygon rendering artifact because of occlusion culling. Objects behind other objects are occluded, or ignored in the 3d rendering pipeline.

Assigned 8 pre-rendered frames to help with the flip que to help with the microstutter, Tweaked the Engine.ini file of the game, changed the streaming Level Of Detail strategy and changed the way the engine streams assets, instead of spreading the streaming across more frames I forced the engine to stream needed assets in just 1 frame. And I disabled the engine's Occlusion queries to remove the white flashes. Tested it and it's working:

[SystemSettings]

r.AllowOcclusionQueries=0

;removes microstutter
r.Streaming.HLODStrategy=2 ;
r.Streaming.FramesForFullUpdate=1 ;
 
I had a bug near the end of the Brookhaven hospital section where you get the rooftop key and you need to use it to go to the rooftop and then down to the other side of the steel door on the third floor. But one locked door just didn't load for a few seconds and I was able to just walk into the room and unlock it from the other side gaining.
 
The micro stutter that DF also mentioned in their tech analysis video is rather annoying...

I've been reading around the 'net that this is an engine problem and not just related to Silent Hill. I haven't experiences the issue myself, but that's what is getting put out.
 
I've been reading around the 'net that this is an engine problem and not just related to Silent Hill. I haven't experiences the issue myself, but that's what is getting put out.
Indeed it's the Unreal Engine issue to be exact even from the older Unreal Engine 4 and somewhat from 3 too. Well at least The changes I made to the engine's ini file and the 8 pre-rendered frames setting fixed the issue, at least for me.
 
Would you mind sharing what you did to fix it? That would be really useful to a lot of people.
 
Already did with the post above. I Just edited the Engine.ini file, adding the extra Unreal Engine command lines I posted before in the Engine.ini file which is located at %LOCALAPPDATA%\SilentHill2\Saved\Config\Windows\

The 8 pre rendered frames can be set using your NVIDIA's GPU control panel. Another way to help fix the micro stutter is by setting the unreal engine's texture/data streaming pool size to half of your GPU's VRAM max amount in MB with this Unreal Engine command line:

r.Streaming.PoolSize= half of your max GPU VRAM amount in MB.

Limiting you pool size to your GPU's VRAM could also help with microstutter, but could also downgrade the texture quality in the game:
r.Streaming.LimitPoolSizeToVRAM=1;

If you tell Unreal Engine to use only half of your GPU's VRAM amount then the engine will use the other half to store the textures/data needed to be used or streamed in when you move to another area close to where you are in now in the game that has different textures/data from the previous area you were in. Since the needed textures/data are already in the GPU's VRAM there will not be any stutter because the game does not need to read from your SDD or HDD storage for the new/needed texture/data. micro stutter is almost always caused by the copying of the newly needed texture/data from your hard storage to RAM then to your GPU's VRAM. No matter how fast your SSD is there will always be a delay in reading the vast amounts of data, and thus a micro stutter is the result. Thus the need to store the needed textures and data beforehand in your GPU's part of the VRAM that's not currently in use to render the 3D polygons (including the 2D stuff) on your screen.
 
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