

As someone whose first experience playing MGS2&3 was through the HD collection, playing this port or PCSX2 at an increased resolution basically looks 90% the same to me.
Metal gear solid 1 pc mods ps3#
The PS3 version does have improved textures, but IMO, it doesn't improve the visuals that much besides the HUD elements. Otherwise, the gameplay portions on the tanker looked borderline identical. The only real difference I noticed is that the PC w/patch had less Post-fx in cutscenes.
Metal gear solid 1 pc mods Patch#
Last night I did a comparison between the cutscenes and gameplay sections of the Tanker section between the PC port w/ patch and the PS2 release of Substance running on PCSX2. The big advantage with the PS3 version is that while it's not a perfect conversion, it retains a fair bit more of the original post-processing effects for cutscenes. Tl Dr, overcome the cap on how much all the assets can take in RAM, and it'll be relatively trivial to port or remake the textures in even higher quality (this is what is preventing me from finishing my repo)."
Metal gear solid 1 pc mods mods#
It may be worth looking into how GTAIII/VC/SA handles their hi-res texture mods with their plugins, as the plugin system that is used here seems to be similar. I'm not sure how familiar V is with doing stuff like this, or if nemesis2000 is even interested with it. Another idea is to leave the game as it is for the most part, but where it stores the pointer for the texture, have that redirected to another point in RAM where our hi-res stuff is located at. I can see using LUA to intercept the texture calls and storing the new textures elsewhere in RAM, kinda similar to some emulators with high res assets do. We can truncate the remaining height (I believe it's intervals of 24px) to shave some size down, but to get anything really usable, we have to overcome the size limitations someway. We can truncate textures in a similar way to how the original textures were done, so a 10242048 texture may only actually use 10241152 of that size, the rest being blank.

It doesn't compress alpha that well, so we get very large texture sizes. We can change the textures out with anything we want (to a degree, resolution has some nuance), however we quickly exceed that 16MB limit due to the DXT5 textures. There is, from what I can see, about a 16MB limit on textures, audio and models. There is a limit to how many assets can be in active memory for each stage (everything is a stage, from the main menu, to the cutscenes, to the actual playable stages themselves), and the game streams in new assets as it needs them. The engine has a lot of limitations inherited from the Xbox conversion. "I have a repo open for this project already, however we have a hurdle to clear before we can even really bring the hi-res textures over. As UltimateNova1203 mentioned on the V's Fix Github, it's just a matter of someone being able to implement the content - details below:
