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Crash Twinsanity for Windows 1.1.0 #31
GioPixelGH
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Hi, do you have a discord to talk? I take it you work and i improved it with some feature like SSAO, Screen Reflection and more |
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The characters drawn as on the PS2 at high resolutions, 6x and 8x, supersampling, Dithering and Draw distance options, and a lighter renderer.
Important
You need your own copy of the game: a disc image of the PAL release (Europe/Australia, SLES-52568). The download has
none of the game's files or data. The program reads them from your disc image each time it starts.
Fixed: the characters' look
Crash, Cortex, Aku Aku and every other character looked rougher in the port than in PCSX2, at any setting (#15, #19, #24).
We put the port beside the PS2 game running in PCSX2, at the same moments, and found four causes, all in the port:
it out at the PS2's resolution whatever the scale, so every outline against something far, like the sky, kept blocks
the size of a PS2 pixel. The sky and clouds of the first boss's cutscene had the same problem. Both are now drawn at the
resolution you choose: at 8x the blocks along the outlines dropped from 20-28 to 0.2-2.2 per 1,000 PS2 pixels, no more
than PCSX2 shows in the same places (1.8-2.4).
chest and a lighter patch on his arm, had been there since 1.0. The PS2's vector unit writes the colours of a few
vertices just after it sends them to be drawn, and the PS2 still picks them up; the port took the old colours. It now
reads them when the PS2 does: in the first boss's cutscene the characters' colours now match the PS2 game's.
Crash's eyes). Triangles thinner than a PS2 pixel were left out at every resolution, and what was behind them showed
through. They're drawn now.
resolution. It now picks it for the resolution you choose, as PCSX2 does, so textures are sharper at 2x and above.
About #15: the light green on Crash's chin and chest at the Iceberg Lab is the original game's coloured lighting, and stays.
New
They need a strong graphics card. If your card can't hold one of the game's buffers at the chosen size, that buffer is
drawn by the software renderer instead of failing, and the log says which.
draw the picture 2 or 4 times larger (up to 8x the PS2's) and shrink it to your window, for smoother edges. They cost the
graphics card more: on our test PC (an RTX 4070 SUPER) at the default 2x resolution, its time per frame went from 1.3 ms
to 2.2 ms with SSAA 2x and 5.4 ms with SSAA 4x. Off by default.
reproduces and which can show on edges and in the sky. Options > Display > Dithering: as the PS2 (the default) or
off, which keeps the picture's full colour, smooth and a little brighter. At the default setting, the beach measured
as bright as in PCSX2 with its default settings.
PS2's), medium, long or unlimited. The farther settings draw the grass and small objects that otherwise pop
in as you get close, and show the detailed models of trees and statues from farther before they switch to their simpler
ones; unlimited draws everything however far. They cost the processor more: on the beach, unlimited has about twice as
much to draw (132,000 primitives a frame against 65,000), which an older PC (Performance Issues on GTX 1050 Ti – 20–23 FPS on Low Settings #23, Black Screen on start-up, Twinsanity closes shortly after #12) will feel; short draws less. The
game's distance haze stays as on the PS2: the far end of the view moves only where that wouldn't change the haze.
Faster
what holds the game below 60 frames a second (Performance Issues on GTX 1050 Ti – 20–23 FPS on Low Settings #23, Black Screen on start-up, Twinsanity closes shortly after #12). On our test PC (an i7-8700K) at 1x with the frame rate
unlimited, the beach went from 71 to 93 frames a second (the render thread from 14.1 to 10.7 ms a frame), from 35 to 45
in one-thread mode, and from 55 to 63 with the game limited to two cores. Older processors should gain about as much,
though some may still not reach 60. More work on speed is on the roadmap.
Changed
say), the picture is now shrunk by averaging its pixels whatever the anti-aliasing setting, as SSAA already did. Before,
with anti-aliasing off or FXAA, the edges came back in steps.
the processor's threads, so a slow game can be told apart from a slow graphics card. Its paths write the settings folder
as
%APPDATA%\Crash Twinsanity.(make_stubs.py stubs out libc on non-Debian Linux, causing an immediate SIGSEGV at startup. #27, reported and diagnosed by Sathreumohta).
Still to come: the characters' shadows stay at the PS2's resolution, softer than the rest of the picture at high
resolutions (on the roadmap).
The game plays exactly as in 1.0.19: these changes are in how it's drawn.
If you hit a bug, please open an issue with
log.txt(orlog.previous.txt, the run before) from%APPDATA%\Crash Twinsanity\(or theUserfolder in portable mode)and where in the game it happened.
How to play
Crash-Twinsanity-Windows.zipbelow and unzip it anywhere.CrashTwinsanity.exein theCrash Twinsanityfolder. The program isn't signed, so Windows may warn about anunrecognised app: choose More info, then Run anyway.
You need 64-bit Windows 10 or 11 and a graphics card with OpenGL 3.3. Your saves and settings from earlier versions are kept.
In portable mode, unzip the new version over the old folder: your
Userfolder andportable.txtare never in the zip.The download
licences in the
licensesfolder.Crash-Twinsanity-Windows.zip:d08f54ddee27946a54426699d93860045449dde346f7618eb37e48407cc2fc02This discussion was created from the release Crash Twinsanity for Windows 1.1.0.
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