Radiant Silvergun Coming to Steam

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Necronom
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Re: Radiant Silvergun Coming to Steam

Post by Necronom »

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 :shock:
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-Fish-
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Re: Radiant Silvergun Coming to Steam

Post by -Fish- »

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 :shock:
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?

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.
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Lander
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Re: Radiant Silvergun Coming to Steam

Post by Lander »

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 :(
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Klatrymadon
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Re: Radiant Silvergun Coming to Steam

Post by Klatrymadon »

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...
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BazookaBen
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Re: Radiant Silvergun Coming to Steam

Post by BazookaBen »

I wonder how the input lag compares to just playing on a Saturn emulator
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Necronom
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Re: Radiant Silvergun Coming to Steam

Post by Necronom »

-Fish- wrote: Sat Nov 04, 2023 3:35 pm
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 :shock:
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?

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.
Thanks for the tips. Maybe I'll rebuy it and try again. Keyboard Manager sounds handy.
I was really hoping they let people up the resolution. Einhänder and G-Darius look both sharp and awesome in 1080p.
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-Fish-
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Re: Radiant Silvergun Coming to Steam

Post by -Fish- »

BazookaBen wrote: Sat Nov 04, 2023 6:47 pm I wonder how the input lag compares to just playing on a Saturn emulator
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.
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BazookaBen
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Re: Radiant Silvergun Coming to Steam

Post by BazookaBen »

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.
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EmperorIng
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Re: Radiant Silvergun Coming to Steam

Post by EmperorIng »

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).
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Austin
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Re: Radiant Silvergun Coming to Steam

Post by Austin »

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
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BrianC
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Re: Radiant Silvergun Coming to Steam

Post by BrianC »

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).
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.
Exidna
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Re: Radiant Silvergun Coming to Steam

Post by Exidna »

Most of the issues seem fixable - at least if you have a VRR display.
  1. Download and install Special K.
  2. Launch the game via Special K, disable Fullscreen mode, and quit the game.
  3. Download the latest DXVK (currently dxvk-2.3.tar.gz) and extract the 32-bit d3d9.dll to the game directory.
  4. Replace the Special K config with this one to enable DXVK support and a few other config changes:
    Special K config
    Image

    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
    
This setup does a few things:
  1. It converts the game from D3D9 to Vulkan (d3d9 in 2023, really?!)
  2. 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.
  3. Special K can now convert this Vulkan windowed mode output to Borderless Fullscreen, using flip-model presentation (so VRR continues to work).
  4. 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.
    Image
  5. Special K can also tone-map the output to HDR if your display supports it.
It's still rendering in 720p and being stretched to fit the display, but at least now it behaves more like a modern game (borderless) and the latency is considerably lower.
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Starfighter
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Re: Radiant Silvergun Coming to Steam

Post by Starfighter »

-Fish- wrote: Sat Nov 04, 2023 10:11 pmUsing a Saturn emulator to play the original is around 6 frames. In other words, Saturn emulators are still utter garbage.
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
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EmperorIng
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Re: Radiant Silvergun Coming to Steam

Post by EmperorIng »

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.
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Lander
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Re: Radiant Silvergun Coming to Steam

Post by Lander »

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.
Exidna wrote: Wed Nov 08, 2023 11:44 pm d3d9 in 2023, really?!
Japanese PC ports have clung to DX9 since its inception, why stop now? :lol:
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 :|
fluffymadness
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Re: Radiant Silvergun Coming to Steam

Post by fluffymadness »

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/
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BazookaBen
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Re: Radiant Silvergun Coming to Steam

Post by BazookaBen »

fluffymadness wrote: Fri Nov 10, 2023 6:11 pm Did anyone try to increase the resolution via dgvoodoo ?
I haven't tried, but if I had to guess, it would run into the same problem I had with GeDoSaTo above
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Austin
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Re: Radiant Silvergun Coming to Steam

Post by Austin »

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.
gray117
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Re: Radiant Silvergun Coming to Steam

Post by gray117 »

Exidna wrote: Wed Nov 08, 2023 11:44 pm Most of the issues seem fixable - at least if you have a VRR display.
...
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...
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Lander
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Re: Radiant Silvergun Coming to Steam

Post by Lander »

'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.
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pja
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Re: Radiant Silvergun Coming to Steam

Post by pja »

... 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 :P
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
ben.shinobi
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Re: Radiant Silvergun Coming to Steam

Post by ben.shinobi »

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 !!
Steven
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Re: Radiant Silvergun Coming to Steam

Post by Steven »

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.
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Re: Radiant Silvergun Coming to Steam

Post by Bassa-Bassa »

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.
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Re: Radiant Silvergun Coming to Steam

Post by Steven »

I don't play my Saturn, or anything else except my arcade PCBs, on a CRT anyway, so...
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Re: Radiant Silvergun Coming to Steam

Post by Bassa-Bassa »

That's what I personally would try to solve first, then.
Steven
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Re: Radiant Silvergun Coming to Steam

Post by Steven »

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.
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pja
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Re: Radiant Silvergun Coming to Steam

Post by pja »

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 :P)

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.
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Limbrooke
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Re: Radiant Silvergun Coming to Steam

Post by Limbrooke »

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.'
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guigui
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Re: Radiant Silvergun Coming to Steam

Post by guigui »

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 ?
Bravo jolie Ln, tu as trouvé : l'armée de l'air c'est là où on peut te tenir par la main.
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