Radiant Silvergun Coming to Steam
Re: Radiant Silvergun Coming to Steam
What a lazy and messy port! First shmup I had to hit the refund option...
Xbox pad not working in game
No way to bind arrow keys for movement
No resolution above 720p
Feels overall more laggy than the 360 port
I really hoped they would use the delay to polish it up. How wrong I was
Xbox pad not working in game
No way to bind arrow keys for movement
No resolution above 720p
Feels overall more laggy than the 360 port
I really hoped they would use the delay to polish it up. How wrong I was
Re: Radiant Silvergun Coming to Steam
1. Hmm... I'm using Xbox One pad and it works fine. I wonder if something is disabled/enabled improperly in your Steam controller overlay?Necronom wrote: ↑Sat Nov 04, 2023 2:57 pm What a lazy and messy port! First shmup I had to hit the refund option...
Xbox pad not working in game
No way to bind arrow keys for movement
No resolution above 720p
Feels overall more laggy than the 360 port
I really hoped they would use the delay to polish it up. How wrong I was
2. If you install Microsoft PowerToys (free) from the MS store you can then enable Keyboard Manager. Keyboard Manager allows you to remap the arrow keys to wasd. It's a simple quick workaround but works flawlessly. But yes the devs definitely need to add arrow mappings.
3. The Xbox 360 version was 720p as well and this is a direct port. The in-game hd sprites. polygon based bosses, and GUI are all programmed at 720p so upping the screen resolution will unfortunately not change the look.
4. You can force V-SYNC to FAST or Off in Nvidia Control Panel. This overides the devs static in-game setting. This will lower input latency from 5 frames to 3 frames. It's a lifesaver.
Re: Radiant Silvergun Coming to Steam
Injecting the ShaderToy version of CRT-Royale might be an option to get some halfway-decent upscaling if you have a 4K monitor. Though probably only in aperture grille mode due to the pixel density requirement.
It's a sorry state of affairs when Saturn emulators - of all things - are showing up a professionally-produced port for technical features
It's a sorry state of affairs when Saturn emulators - of all things - are showing up a professionally-produced port for technical features
-
Klatrymadon
- Posts: 2188
- Joined: Sun Aug 21, 2005 2:39 pm
- Location: Liverpool
- Contact:
Re: Radiant Silvergun Coming to Steam
Xbox 360 sticks work fine for me as long as the Steam controller options for the game are set to "use default settings". I'm not sure why, but disabling Steam input entirely (which I normally do) disables the controller beyond pressing start. It's a weird ol' port. It's not a huge issue for me, and I'm not sure if this was the same in the Switch port, but it also slows down in places the ST-V, Saturn and 360 versions never did, often when there isn't that much going on. It's noticeable during the very first enemy wave when the yellow ones come in...
-
BazookaBen
- Posts: 2079
- Joined: Thu Apr 17, 2008 8:09 pm
- Location: North Carolina
Re: Radiant Silvergun Coming to Steam
I wonder how the input lag compares to just playing on a Saturn emulator
Re: Radiant Silvergun Coming to Steam
Thanks for the tips. Maybe I'll rebuy it and try again. Keyboard Manager sounds handy.-Fish- wrote: ↑Sat Nov 04, 2023 3:35 pm1. Hmm... I'm using Xbox One pad and it works fine. I wonder if something is disabled/enabled improperly in your Steam controller overlay?Necronom wrote: ↑Sat Nov 04, 2023 2:57 pm What a lazy and messy port! First shmup I had to hit the refund option...
Xbox pad not working in game
No way to bind arrow keys for movement
No resolution above 720p
Feels overall more laggy than the 360 port
I really hoped they would use the delay to polish it up. How wrong I was
2. If you install Microsoft PowerToys (free) from the MS store you can then enable Keyboard Manager. Keyboard Manager allows you to remap the arrow keys to wasd. It's a simple quick workaround but works flawlessly. But yes the devs definitely need to add arrow mappings.
3. The Xbox 360 version was 720p as well and this is a direct port. The in-game hd sprites. polygon based bosses, and GUI are all programmed at 720p so upping the screen resolution will unfortunately not change the look.
4. You can force V-SYNC to FAST or Off in Nvidia Control Panel. This overides the devs static in-game setting. This will lower input latency from 5 frames to 3 frames. It's a lifesaver.
I was really hoping they let people up the resolution. Einhänder and G-Darius look both sharp and awesome in 1080p.
Re: Radiant Silvergun Coming to Steam
If you disable VSYNC in Nvidia control panel the HD Steam version is 3 frames. Using a Saturn emulator to play the original is around 6 frames. In other words, Saturn emulators are still utter garbage. I cringe when I see S-tribute games released on Steam as I know the input lag will be horrible.BazookaBen wrote: ↑Sat Nov 04, 2023 6:47 pm I wonder how the input lag compares to just playing on a Saturn emulator
-
BazookaBen
- Posts: 2079
- Joined: Thu Apr 17, 2008 8:09 pm
- Location: North Carolina
Re: Radiant Silvergun Coming to Steam
I tried to see if I could increase the resolution with GeDoSaTo, which was made for creating higher downsampled resolutions for DX9 games, born out of Durante's DSFix for the original Dark Souls
Didn't work though, because GeDoSaTo just changes the target resolution of DX9 games. But Radiant Silvergun is rendering to a 720p frame buffer before it scales and outputs to a target resolution.
So it needs to be hacked on a deeper level or (ideally) upgraded by the developer.
The developer really did the absolute bare minimum here.
Didn't work though, because GeDoSaTo just changes the target resolution of DX9 games. But Radiant Silvergun is rendering to a 720p frame buffer before it scales and outputs to a target resolution.
So it needs to be hacked on a deeper level or (ideally) upgraded by the developer.
The developer really did the absolute bare minimum here.
-
EmperorIng
- Posts: 5065
- Joined: Mon Jun 18, 2012 3:22 am
- Location: Chicago, IL
Re: Radiant Silvergun Coming to Steam
It's obviously just the Switch rom thrown onto steam, hence the 720p (switch resolution) and vsync being on (yuck). They need to at the bare minimum patch it so that vsync can be toggled, otherwise you are forced to use these dumb workaround hacks like Fish mentions. I'll have to try how RSG feels on mednafen (my current go-to saturn emulator) before I see how the steam version plays, mainly I am not rushing to double dip (or triple-dip, I have the Saturn and Switch versions) if I can get a better experience elsewhere (arguably I won't get better than the saturn... however, the lack of practice options on that port mean I play it far less than even the Switch version).
DEMON'S TILT [bullet hell pinball] - Music Composer || EC2151 ~ My FM/YM2612 music & more! || 1CC List || PCE-CD: The Search for Quality
Re: Radiant Silvergun Coming to Steam
Treasure posted a link for troubleshooting the framerate issue (for people that are not getting 60) - https://live-wire-cstg.blogspot.com/202 ... steam.html
Re: Radiant Silvergun Coming to Steam
Xbox 360 version was also 720p and likely had V-Sync on, as well. I know Switch has emulation available, but I haven't heard of anything official using it. I doubt a Switch ROM is being used, but it's not unlikely that it's ported from Switch or Xbox 360.EmperorIng wrote: ↑Sat Nov 04, 2023 10:38 pm It's obviously just the Switch rom thrown onto steam, hence the 720p (switch resolution) and vsync being on (yuck).
Re: Radiant Silvergun Coming to Steam
Most of the issues seem fixable - at least if you have a VRR display.
- Download and install Special K.
- Launch the game via Special K, disable Fullscreen mode, and quit the game.
- Download the latest DXVK (currently dxvk-2.3.tar.gz) and extract the 32-bit d3d9.dll to the game directory.
- Replace the Special K config with this one to enable DXVK support and a few other config changes:
Special K config
Delete all text in the original config file.
Copy and paste the following in its place:Code: Select all
[Steam.System] CallbackThrottle=8 AppID=2450820 AutoInitDelay=0 AutoPumpCallbacks=true BlockUserStatsCallback=false FilterExternalDataFromCallbacks=false PreLoadSteamClient=false PreLoadSteamOverlay=false ForceLoadSteamAPI=false AutoInjectSteamAPI=true SteamPipeDLL=E:\Clients\Steam\steamapps\common\Radiant Silvergun\steam_api.dll [Input.Cursor] ForceCaptureInUI=true Manage=true KeyboardActivates=false Timeout=0.5 UseHardwareCursor=true BlockInvisibleCursorInput=false NoWarpUI=true NoWarpVisibleGameCursor=false FixSynapticsTouchpadScroll=false AntiwarpDeadzonePercent=2.5 UseRelativeInput=true [Input.Gamepad] AllowHapticUI=false DisabledToGame=0 DisablePS4HID=false EnableNativePS4=false DisableRumble=false [Compatibility.General] ReShadeMode=false AsyncInit=true DisableBloatWare_NVIDIA=false RehookLoadLibrary=false UsingWINE=false AllowDxDiagn=true AutoLargeAddressPatch=true [SpecialK.System] ShowEULA=true Silent=false LogLevel=0 UseCrashHandler=true EnableCrashSuppression=false NoCrashSound=false GameOutput=true WaitForDebugger=false TraceLoadLibrary=true StrictCompliant=false GlobalInjectDelay=0.0 ReturnToSKIF=false Version=23.11.7.1 [ImGui.Render] DisableAlpha=false AntialiasLines=true AntialiasContours=true [API.Hook] LastKnown=64 ddraw=false d3d8=false d3d9=false d3d9ex=false dxvk9=1 d3d11=true d3d12=false OpenGL=false [NVIDIA.API] DisableHDR=false EnableVulkanBridge=1 Disable=false [NVIDIA.Bugs] AnselSleepsWithFishes=true DisableAnselShimLoader=true [Input.Keyboard] CatchAltF4=true BypassAltF4Handler=false DisabledToGame=2 [Input.Mouse] DisabledToGame=0 [Input.XInput] Rehook=false PlaceholderMask=0 UISlot=0 SlotReassignment=0,1,2,3 DisableSlots= HookSetState=true AutoSlotAssign=false HideAllDevices=false [Input.Steam] UISlot=0 Disable=false [Input.DInput] HideGamepads=false HideMice=false HideKeyboards=false PreventEnumDevices=false [Input.libScePad] Enable=true DisableTouchpad=false [Threads.Analyze] MemoryAllocation=false FileActivity=false [Window.System] Borderless=true Center=true RenderInBackground=true MuteInBackground=false XOffset=0.0% YOffset=0.0% ConfineCursor=false UnconfineCursor=false PersistentDragPos=false Fullscreen=true FixMouseCoords=false AlwaysOnTop=-1 DisableScreensaver=false DontHookWndProc=false ActivateAtStart=false TreatForegroundAsActive=false PreferredMonitor=0 OverrideRes=0x0 MultiMonitorMode=false [Display.Output] ForceFullscreen=false ForceWindowed=true Force10bpcSDR=true AspectRatioStretch=false [Display.Monitor] RememberPreference=true RememberResolution=true WarnIfNoOverlayPlanes=false ResolutionForMonitor=0x0 RefreshRateForMonitor=0.0 [Render.FrameRate] TargetFPS=59.900002 BackgroundFPS=0.0 SleeplessRenderThread=true SleeplessWindowThread=true EnableMMCSS=true UseAMDMWAITX=true WaitForVBLANK=false PreRenderLimit=-1 BackBufferCount=-1 RescanRatio=-1/1 RefreshRate=-1.0 PresentationInterval=1 SyncIntervalClamp=1 LimitEnforcementPolicy=2 EnableETWTracing=true [FrameRate.Control] OverrideCPUCoreCount=-1 [FrameRate.LatentSync] TearlineOffset=-60 ResyncFrequency=100 RoundingError=2 DelayBias=0.0 AutoBias=false MaxAutoBias=0.75 AutoBiasTargetInMs=0.85 [Scheduler.Boost] AlwaysRaisePriority=false RaisePriorityInBackground=false RaisePriorityInForeground=true RaisePriorityToHigh=false DenyForeignChanges=true MinimumRenderThreadPriority=1 [Textures.D3D9] ClampNegativeLODBias=false [Render.DXGI] AutoLowLatency=false AutoLowLatencyTriggered=true MaxDeltaTime=0 UseFlipDiscard=true ForceFlipSequential=false DisableFlipModel=false AllowTearingInDWM=true DropLateFrames=true MaxRes=0x0 MinRes=0x0 MaxRefresh=0.0 MinRefresh=0.0 SwapChainWait=0 Scaling=DontCare ScanlineOrder=DontCare ExceptionMode=DontCare EnableDebugLayer=false AllowD3D12FootGuns=false SafeFullscreenMode=false Use64BitDepthStencil=false IsolateD3D11DeferredContexts=false SkipSwapChainPresentTest=false OverrideMSAA=-1 sRGBBypassBehavior=-2 LowSpecMode=true HideHDRSupport=false TemporaryDesktopHDRMode=false DisableVirtualizedBlanking=true ClearFlipModelBackbuffers=true UseFactoryCache=true SkipRedundantModeChanges=true WarnIfUsedVRAMPercentExceeds=95.0 [NVIDIA.Reflex] Enable=true LowLatency=true LowLatencyBoost=true EngagementPolicy=1 OptimizeByMarkers=true OverrideNativeMode=false UseFramerateLimiter=false CombineFramerateLimiters=false DisableNative=false [NVIDIA.DLSS] ForceDLAA=false UseSharpening=-1 ForcedSharpness=0.0 AutoRedirectDLL=false ForcePreset=-1 CustomPerformanceScale=0.0 CustomBalancedScale=0.0 CustomQualityScale=0.0 CustomUltraPerfScale=0.0 CustomMinDynamicRes=1.0 CustomMaxDynamicRes=1.0 ExtraPixelsForDLAA=0 OverrideAppId=-1 DisableOTAUpdates=false AllowSCRGBinDLSSG=false [Textures.D3D11] Cache=true CacheUsingL3Hash=true PreciseHash=false Inject=true InjectionKeepsFormat=false GenerateMipmaps=false [Textures.Cache] MaxEntries=65536 MinEntries=512 MaxEvict=1024 MinEvict=64 MaxSizeInMiB=2048 MinSizeInMiB=384 IgnoreNonMipmapped=false AllowStaging=false AllowUnsafeRefCounting=false ManageResidency=false [Render.DStorage] DisableBypassIO=false DisableTelemetry=false DisableGPUDecompression=false ForceFileBuffering=false [Render.D3D9] ForceD3D9Ex=false EnableFlipEx=false EnableTextureMods=false UseD3D9On12=false [Render.OSD] ShowInVideoCapture=true HDRLuminance=4.0625 [Textures.General] ResourceRoot=SK_Res DumpOnFirstLoad=false [DPI.Scaling] Disable=true PerMonitorAware=true MonitorAwareOnAllThreads=true [Sound.Mixing] MinimizeLatency=false [Platform.Achievements] SoundFile= [Steam.Social] OnlineStatus=-1 [Steam.DRMWorks] SpoofBLoggedOn=false [Platform.System] WarnedEOSIncompat=false NotifyCorner=DontCare ReuseOverlayPause=false [Steam.Log] Silent=false [Steam.Screenshots] EnableSmartCapture=true [AMD.ADL] Disable=false [Microsoft.D3DKMT] DisablePerfData=false [SpecialK.HDR] Use10BitSwapChain=false Use16BitSwapChain=false Promote8BitRTsTo16=false Promote10BitRTsTo16=false Promote11BitRTsTo16=false Promote8BitUAVsTo16=false Promote10BitUAVsTo16=false Promote11BitUAVsTo16=false AllowFullLuminance=true sRGBBypassMode=-1 AdaptiveToneMap=false Preset=0 scRGBLuminance_[0]=2.0 scRGBPaperWhite_[0]=1.0 scRGBGamma_[0]=0.955 ToneMapper_[0]=0 Saturation_[0]=1.0 GamutExpansion_[0]=0.015 MiddleGray_[0]=1.25 PerceptualBoost0_[0]=1.0 PerceptualBoost1_[0]=0.1 PerceptualBoost2_[0]=1.273 PerceptualBoost3_[0]=0.5 scRGBLuminance_[1]=1.0 scRGBPaperWhite_[1]=1.0 scRGBGamma_[1]=0.92 ToneMapper_[1]=0 Saturation_[1]=1.0 GamutExpansion_[1]=0.01 MiddleGray_[1]=1.25 PerceptualBoost0_[1]=30.0 PerceptualBoost1_[1]=11.5 PerceptualBoost2_[1]=1.5 PerceptualBoost3_[1]=1.0 scRGBLuminance_[2]=1.0 scRGBPaperWhite_[2]=1.0 scRGBGamma_[2]=1.0 ToneMapper_[2]=0 Saturation_[2]=1.0 GamutExpansion_[2]=0.0 MiddleGray_[2]=1.25 PerceptualBoost0_[2]=-1.0 PerceptualBoost1_[2]=0.1 PerceptualBoost2_[2]=1.273 PerceptualBoost3_[2]=0.5 scRGBLuminance_[3]=1.0 scRGBPaperWhite_[3]=1.0 scRGBGamma_[3]=1.0 ToneMapper_[3]=2 Saturation_[3]=1.0 GamutExpansion_[3]=0.0 MiddleGray_[3]=1.25 PerceptualBoost0_[3]=-1.0 PerceptualBoost1_[3]=0.1 PerceptualBoost2_[3]=1.273 PerceptualBoost3_[3]=0.5 [HDR.Presets] Activate0=Shift+F1 Activate1=Shift+F2 Activate2=Shift+F3 Activate3=Shift+F4 [D3D11.Hooks] D3D11CreateDevice=c:\windows\system32\d3d11.dll?300b0 c:\windows\system32\d3d11.dll=Direct3D 11 Runtime 10.0.22621.2070 (WinBuild.160101.0800) D3D11CreateDeviceAndSwapChain=c:\windows\system32\d3d11.dll?30120 [DXGI.Hooks] IDXGIFactory_CreateSwapChain=c:\windows\system32\dxgi.dll?72b90 c:\windows\system32\dxgi.dll=DirectX Graphics Infrastructure 10.0.22621.2361 (WinBuild.160101.0800) IDXGIFactory2_CreateSwapChainForHwnd=c:\windows\system32\dxgi.dll?73260 IDXGISwapChain_Present=c:\windows\system32\dxgi.dll?7c1c0 IDXGISwapChain1_Present1=c:\windows\system32\dxgi.dll?401d0 IDXGIFactory2_CreateSwapChainForCoreWindow=c:\windows\system32\dxgi.dll?730e0
- It converts the game from D3D9 to Vulkan (d3d9 in 2023, really?!)
- Setting the game to windowed mode prevents it from doing any kind of display mode switch.
It was setting my TV to 8K60 rather than its native 4K120 - and seems to be setting others to 50Hz for some reason. - Special K can now convert this Vulkan windowed mode output to Borderless Fullscreen, using flip-model presentation (so VRR continues to work).
- With a VRR display, we can use Special K's low-latency frame rate limiter to considerably reduce the game's latency.
At 120Hz, a 59.9 FPS cap set to under-cut the game's 60.0 FPS drops the latency from ~26ms to ~8ms, as reported by the NVIDIA overlay.
- Special K can also tone-map the output to HDR if your display supports it.
-
Starfighter
- Posts: 185
- Joined: Sun May 11, 2008 7:15 pm
- Location: Sweden
Re: Radiant Silvergun Coming to Steam
Are we sure about this? I can't really feel any difference between the emulated version and my legit Saturn copy when going between them... And sure, this recording isn't accurate by any means (screen recording at 60 fps, no CRT no good camera etc) but it's pretty evident that it's at least not around 6 frames, right?
Radiant Silvergun in Mednafen 1.29.0
-
EmperorIng
- Posts: 5065
- Joined: Mon Jun 18, 2012 3:22 am
- Location: Chicago, IL
Re: Radiant Silvergun Coming to Steam
For what it's worth, I can say that playing Radiant Silvergun on Mednafen the last week or so definitely does not feel like 6 frames. All told it feels fairly responsive, maybe 4 - or 5 at the absolute worst. But my threshold for not noticing tends to be around 4.
Apparently, according to the Electric Underground review, you can turn off vsync with the new port by editing the INI file. Anyone take a look? I figured I will hold off and just practice the saturn port via emulation more - save states are too useful, even more so than the very nice practice mode.
Apparently, according to the Electric Underground review, you can turn off vsync with the new port by editing the INI file. Anyone take a look? I figured I will hold off and just practice the saturn port via emulation more - save states are too useful, even more so than the very nice practice mode.
DEMON'S TILT [bullet hell pinball] - Music Composer || EC2151 ~ My FM/YM2612 music & more! || 1CC List || PCE-CD: The Search for Quality
Re: Radiant Silvergun Coming to Steam
RSG has 3 frames of internal lag under Beetle Saturn - i.e. the libretro fork of Mednafen - so I'd expect the mainline version to be comparable. You can brute-force that down to 0 with runahead or preemptive frames, but going below 1 or 2 without audio crackle or slowdown needs major CPU grunt.
Going by Exidna's numbers, if we assume 8ms of Nvidia-reported latency accounts for driver time (i.e. the 120hz monitor refesh), the PC port looks to baseline at 1 frame internal, and can push down to 0 for free with Special K.
Special K is probably a better option than INI stuff on the whole; the former still relies on correct game code, whereas the latter reaches deep into the target program's guts and forcibly fixes various known gotchas. I'd expect it to work nicely on non-VRR displays too, since you can configure it with whatever swap mode is best for your display.
I assume that's the nearest equivalent to whatever console-specific API the 360 codebase would have used. Straight port and kick it out the door
Going by Exidna's numbers, if we assume 8ms of Nvidia-reported latency accounts for driver time (i.e. the 120hz monitor refesh), the PC port looks to baseline at 1 frame internal, and can push down to 0 for free with Special K.
Special K is probably a better option than INI stuff on the whole; the former still relies on correct game code, whereas the latter reaches deep into the target program's guts and forcibly fixes various known gotchas. I'd expect it to work nicely on non-VRR displays too, since you can configure it with whatever swap mode is best for your display.
Japanese PC ports have clung to DX9 since its inception, why stop now?
I assume that's the nearest equivalent to whatever console-specific API the 360 codebase would have used. Straight port and kick it out the door
-
- Posts: 15
- Joined: Thu Aug 18, 2016 5:31 pm
Re: Radiant Silvergun Coming to Steam
Did anyone try to increase the resolution via dgvoodoo ?
dgvoodoo is basically a wrapper for older games that maps older apis like dx9 to dx11 or dx12
For most applications this should be able to increase the rendering resolution to no matter what is needed.
Haven't tested this on radiant silvergun since I don't own it, but worth a shot.
http://dege.freeweb.hu/dgVoodoo2/dgVoodoo2/
dgvoodoo is basically a wrapper for older games that maps older apis like dx9 to dx11 or dx12
For most applications this should be able to increase the rendering resolution to no matter what is needed.
Haven't tested this on radiant silvergun since I don't own it, but worth a shot.
http://dege.freeweb.hu/dgVoodoo2/dgVoodoo2/
-
BazookaBen
- Posts: 2079
- Joined: Thu Apr 17, 2008 8:09 pm
- Location: North Carolina
Re: Radiant Silvergun Coming to Steam
I haven't tried, but if I had to guess, it would run into the same problem I had with GeDoSaTo abovefluffymadness wrote: ↑Fri Nov 10, 2023 6:11 pm Did anyone try to increase the resolution via dgvoodoo ?
Re: Radiant Silvergun Coming to Steam
It’s a shame this is so messy and requires tinkering to get it to play well. I already have the game on three other platforms so I think I will pass on it.
Re: Radiant Silvergun Coming to Steam
Interesting - cheers for posting - need to give this a go.
...
Base game plays fine imho - very similar feeling to 360 port, and doesn't really interfere with feel of playing RS; even if not perfect. RS always was a slightly more plodding game than a twitchier/faster game.
Hopefully gets a tidy up, bug fix/driver update + feature add patch though.
And keeping a beady eye on the workarounds etc. in the meantime.
...
But yeah just glad it finally came pc side.
This is a niche of a niche game: find it hard to call it lazy when I can't imagine sales are to many more people than this forum. Very glad this great game is just that bit more accessible...
Re: Radiant Silvergun Coming to Steam
'Unfortunately Practical' is probably fairer than Lazy, though either way I don't think limited market excuses low quality. Especially now PC port technicals have risen in profile by way of enthusiast coverage and outlets like Digital Foundry.
Classic business dichotomy; it's obscure, so budget will be pitiable, and the small fanbase should be thankful to have it at all. But conversely, if enthusiasts are the prime target, enthusiast-class solutions are the competition. Failing to factor that into the value proposition falls solely at the feet of the developer and / or publisher, given that the customer's ability to meaningfully opine on the subject still boils down to the binary Open Wallet? Yes / No
If anything, the barebones nature of it suggests to me that they see sales potential beyond the hardcore players who already have a board, saturn, or emulation setup covering their needs - the long tail, as it were.
Classic business dichotomy; it's obscure, so budget will be pitiable, and the small fanbase should be thankful to have it at all. But conversely, if enthusiasts are the prime target, enthusiast-class solutions are the competition. Failing to factor that into the value proposition falls solely at the feet of the developer and / or publisher, given that the customer's ability to meaningfully opine on the subject still boils down to the binary Open Wallet? Yes / No
If anything, the barebones nature of it suggests to me that they see sales potential beyond the hardcore players who already have a board, saturn, or emulation setup covering their needs - the long tail, as it were.
Re: Radiant Silvergun Coming to Steam
... so, this happened to me in this port during the fight with Nasu, I apparently died to nothing/already destroyed segment, is this known to happen in any other version of the game? (I uploaded the whole fight but the important part is around 1 minute in)
https://www.youtube.com/watch?v=KhYP-DaURZ4
EDIT: apparently known to happen, still interested if any other port has this
https://steamcommunity.com/app/2450820/ ... 884974947/
EDIT 2: even more bizarre, the replay sometimes desyncs and sometime plays fine!
Recording of the desynced playback: https://www.youtube.com/watch?v=S0Nar4j0-JE
Both playbacks overlayed on top of each other: https://www.youtube.com/watch?v=mJbHqJma0yU
https://www.youtube.com/watch?v=KhYP-DaURZ4
EDIT: apparently known to happen, still interested if any other port has this
https://steamcommunity.com/app/2450820/ ... 884974947/
EDIT 2: even more bizarre, the replay sometimes desyncs and sometime plays fine!
Recording of the desynced playback: https://www.youtube.com/watch?v=S0Nar4j0-JE
Both playbacks overlayed on top of each other: https://www.youtube.com/watch?v=mJbHqJma0yU
-
- Posts: 137
- Joined: Tue Mar 01, 2005 10:54 am
- Location: Between Radiant and Silvergun
Re: Radiant Silvergun Coming to Steam
I also shared this bug with VTF-INO here : https://twitter.com/ben_shinobi/status/ ... 1817109549
As I already said, I shared the bug almost 2 months before the Steam release but Live Wire ignored it
The desync replay is a problem but the Nasu bug is another and a different one.
Both will be fixed in the next update... I hope !!
As I already said, I shared the bug almost 2 months before the Steam release but Live Wire ignored it
The desync replay is a problem but the Nasu bug is another and a different one.
Both will be fixed in the next update... I hope !!
Re: Radiant Silvergun Coming to Steam
If I have the Saturn version (and I do), I'm not really missing anything by skipping the new releases aside from not having training features and not having to worry about using a 25-year-old CD and game hardware, right? Training stuff would be nice, though it sounds like Live Wire made something of a mess with this release.
-
- Posts: 1177
- Joined: Tue Mar 12, 2019 5:18 pm
Re: Radiant Silvergun Coming to Steam
I guess you know at this point that the 360 version was redesigned at high resolution (around 640x480). Which doesn't beat the original graphics on an RGB CRT anyway since you only have HD display modes on these rereleases, so you have to live with upscaling no matter what.
Re: Radiant Silvergun Coming to Steam
I don't play my Saturn, or anything else except my arcade PCBs, on a CRT anyway, so...
-
- Posts: 1177
- Joined: Tue Mar 12, 2019 5:18 pm
Re: Radiant Silvergun Coming to Steam
That's what I personally would try to solve first, then.
Re: Radiant Silvergun Coming to Steam
CRTs are kind of overrated, especially when my PC monitor has the same amount of lag as a CRT does. They are nice, but if I have to choose one, it's going to be the PC monitor without question.
I do have a very nice Trinitron with YPbPr, but I can't find modern furniture that can support its 51kg weight and the local furniture store people think I'm crazy when I tell them I need something that can support that much weight, so it sits on the floor and I no longer find it comfortable to sit on the floor to be at the proper height, which is why I don't use it. I have tried sitting on the floor to use it many times, but I am apparently too old to be able to do it or something.
I do have a very nice Trinitron with YPbPr, but I can't find modern furniture that can support its 51kg weight and the local furniture store people think I'm crazy when I tell them I need something that can support that much weight, so it sits on the floor and I no longer find it comfortable to sit on the floor to be at the proper height, which is why I don't use it. I have tried sitting on the floor to use it many times, but I am apparently too old to be able to do it or something.
Re: Radiant Silvergun Coming to Steam
Very minor patch landed:
https://steamcommunity.com/games/245082 ... 3153367025
(you can bind arrow keys now, instant retry added, an default bloom and stuff changed because apparently people didn't like it? I think they just literally pick a different option on first boot though )
Treasure seems to imply a proper January patch is coming too:
https://twitter.com/TreasureCoLtd/statu ... 3880610859
Google translated:
https://steamcommunity.com/games/245082 ... 3153367025
(you can bind arrow keys now, instant retry added, an default bloom and stuff changed because apparently people didn't like it? I think they just literally pick a different option on first boot though )
Treasure seems to imply a proper January patch is coming too:
https://twitter.com/TreasureCoLtd/statu ... 3880610859
Google translated:
There were other improvements planned, but they were not completed in time for the year. We apologize for the inconvenience, but please wait for the January update.
Re: Radiant Silvergun Coming to Steam
Forgot about this. Bought it on my W7 machine 1 day before Steam officially stops working. I suppose I'll need to install W10 on a separate partition for my main PC. Amazing I still use a CRT for my desktop so I wonder if there will be issues others are experiencing. No matter, better to support this while its fresh.
'Only a fool trusts his life to a weapon.'
Re: Radiant Silvergun Coming to Steam
I just got a message from Limited Run Games saying that both my standard and CE versions of Radiant Silvergun on the Switch got shipped.
I don't know at all where they usually are in the process for this game (and I do not actively seek updates b/c it is unnerving). Any of you got the same thing ?
I don't know at all where they usually are in the process for this game (and I do not actively seek updates b/c it is unnerving). Any of you got the same thing ?
Bravo jolie Ln, tu as trouvé : l'armée de l'air c'est là où on peut te tenir par la main.