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Devil May Cry 3 Special Edition Cutscene Question
#1
For personally Use i have achieved the graphical Improvements on Devil May Cry 3 Special Edition like
Enhance World and Character Brightness, disable extra light on Characters.Disable Blur Effect (now Game Speed always 100%!),
disable Body Shadow of Characters and Enemies.And Enemies don't attack you.But graphical Improvements have no Effect
in Cutscenes.So i guess the Cutscenes are not from the genuine Gameplay Environment and are rather recorded Videos ?
That is my Question.
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#2
I'm pretty sure cutscenes in DMC are FMV, yes.
See if upscaling has any effect.
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#3
(05-17-2021, 10:38 PM)Kojin Wrote: I'm pretty sure cutscenes in DMC are FMV, yes.
See if upscaling has any effect.

Ok, thanks for confirmation.I'm thinking the same.
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#4
on my test in Devil may cry 3 SE, only intro game (battle in office) demo intros, others tutorial menu mini videos, (the rising tower scene) other few i dont remember well are FMV, some days ago i updated my dmc3 code disabling some post-effects and realtime-cutscenes are afected too, seems like when a realtime cutscene (like after blattle office scenes) preconfigured values are passed per frame-camera, so i create a custom mips code to filter out some values (appear to be blur and dof ef), also some unknow "effect, register," has impact in gs, disabling this give performance boost on my testing withow crash or visual problem (still no fully tested).
Ryzen 3400g / a300 mini / 2x4gb 2933 / ssd 256
Devil may cry NO HUD Mod-No interleacing / No Interleacing Basic Tutorial
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#5
(05-18-2021, 08:25 PM)felixthecat1970 Wrote: on my test in Devil may cry 3 SE, only intro game (battle in office) demo intros, others tutorial menu mini videos, (the rising tower scene) other few i dont remember well are FMV,  some days ago i updated my dmc3 code disabling some post-effects and realtime-cutscenes are afected too, seems like when a realtime cutscene (like after blattle office scenes) preconfigured values are passed per frame-camera, so i create a custom  mips code to filter out some values (appear to be blur and dof ef), also some unknow "effect, register," has impact in gs, disabling this give performance boost on my testing withow crash or visual  problem (still no fully tested).

Unlike Resident Evil 4 on Devil May Cry 3 it is more difficult to tell which Cutscenes are FMV and which are not.
I have disabled the Blur Effect that might help a little bit to distinguish.But if the Rooms and Characters are
brighter in the Gameplay but not in the Cutscenes then i think it should be very likely a FMV Cutscene.The
big Question is are the black Borders also a part of the FMV or are they independent from it ?
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#6
there is a trick for identify FMV, use PCSX2 "FMV Aspect Ratio Override: standart (4:3)" option and put aspect ratio to widescreen F6 (no use widescreen codes)
FMV will look ok 4:3 but realtime-cutscenes will look streched; about black bars in fmv, i think old code from nemessis 2000 it was addressed but i dont remember now.
Ryzen 3400g / a300 mini / 2x4gb 2933 / ssd 256
Devil may cry NO HUD Mod-No interleacing / No Interleacing Basic Tutorial
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#7
(05-21-2021, 08:35 PM)felixthecat1970 Wrote: there is a trick for identify FMV, use PCSX2 "FMV Aspect Ratio Override: standart (4:3)" option and put aspect ratio to widescreen F6 (no use widescreen codes)
FMV will look ok 4:3 but realtime-cutscenes will look streched; about black bars in fmv, i think old code from nemessis 2000 it was addressed but i dont remember now.

Ok, thanks.Maybe useful for me.
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