Unleashed Project Release Trailer
Mar 19, 2013 Movies 5 comments60 FPS video of the release trailer for the Unleashed Project.

A total conversion mod for Sonic Generations on PC. This mod requires the base game installed from Steam.
This unofficial project ports most of Sonic Unleashed's daytime levels from the Xbox 360 version into Sonic Generations on PC. It also includes any improvements that are deemed as necessary to accomodate to the better control scheme, higher resolution graphics, and much smoother framerate.
Music used in trailer - "Unleashed Project - Release Trailer"
An extended version of this post can be found here.

Current version: 1.0
We're looking for as many hosts and mirrors as possible, so feel free to provide one of your own.
Torrent Magnet Link (Torrent File)
Atomic Gamer
Mega.co.nz
We'd appreciate if you could help seed the torrent!
Current file size: 2,34 GB (2.522.871.690 bytes)
MD5 Hash: 31c62124872761b0091c020a9069303f
You'll need 7-Zip, WinRAR, or any .7z compatible software to extract this file.


Installing the mod
Simple
Extract the contents of the file you downloaded to anywhere you want. Find where Sonic Generations is stored on your computer.
For example: "C:\Program Files (x86)\Steam\steamapps\common\sonic generations"
Simply copy the extracted files to the game's directory.
Run SonicGMI.exe as Administrator* (should be located in the same folder where SonicGenerations.exe is). If your Sonic Generations exe is not modified yet to support mods, simply click the Install/Uninstall button on the bottom.
*: Running as administrator is not a requirement, but it seems to help when creating the FxPipeline renderer.
Configuring mods
Once your game is set up to support mods, all you need to do to play is enable them via SonicGMI.
To play the Unleashed Project, simply check the box next to its name on the mods list. If you intend to use the FxPipeline renderer, you should also enable the "Unleashed FxPipeline Shaders" mod the same way. Both configuration examples are shown here.
Unleashed Project Configuration with FxPipeline
Unleashed Project Configuration without FxPipeline
Installing FxPipeline Renderer: Check the "Enable FxPipeline Renderer" box as shown here, and click on the "Create alternate executable" button. Please note this is a one-time operation only. Once it's available, the Save and Play button will be enabled.
Update: Click on "Download Update" while selecting the FxPipeline shaders to fix the constant blur bug. (Intel / Some AMD Cards)
Optional
There's an optional mod called "Unleashed Project Low End", which simply overrides various settings in the game to try to improve performance as much as possible, while sacrificing many graphical effects.
Unleashed Project Configuration with FxPipeline with Low End Mod
Unleashed Project Configuration without FxPipeline with Low End Mod

Unleashed 360 vs Unleashed Project comparison
4k Unleashed 360 vs 4k Unleashed Project Screenshot
1080p Unleashed 360 vs 1080p Unleashed Project Screenshot
Unleashed Project 1080p Screenshots
Click on the thumbnails for the full-resolution version.

Send us an e-mail regarding the Unleashed Project at wentos2013@gmail.com
For more Unleashed Project news, just follow Dario ff on YouTube/Twitter or track this page on ModDB.
0 comments by Dario_ff on Dec 9th, 2013
This is a post that was supposed to come a long time ago, but I never really got around to finishing it in time. Since it's time for the MOTY voting awards, it sounds like a good time to wrap this up.
This is a technical breakdown of all the events and research that went into developing this mod, starting from its early inception a month after the release of Sonic Generations for PC/360/PS3. This also includes an indepth explanation of most replacements, workarounds, and design decisions that made it into the final product. It should be an interesting insight into how modding a game that has absolutely zero official modding tools or support works, and all the problems that had to be solved as a result. There might be some inaccuracies on the timing of the events, but most of what I explain here can be checked on the 255-pages long hacking topic over at Sonic Retro.
The articles are:
1) Early research and software development
2) Level development
3) Late research and White World
What about future updates?
I've ran into some problems with the updating infrastructure, so I'm looking for a good solution first. The only update so far since release has been for the FxPipeline Shaders mod, and I recommend you to update it if you had the "blur" bug present in Intel HD and newer driver version Radeon 7000 cards. Apart from some minor layout changes to fix bugs in some levels, there's not much else to patch other than adding brand new content. The issues with freezing aren't fully reported in detail, aren't consistent to reproduce, and further access to CPKREDIR's source code and debugging functionality is needed to track the problems. I've heard the Low End Mod might be causing more troubles than it solves, so that's probably worth disabling to see if it fixes some issues or not.
I can't really promise if new content is coming or not, as I've felt THIS particular project itself is mostly finished unless there's some strides in hacking for getting more level slots to work. I'm not a huge fan of the current alternative of having to split mods, especially with how savefile compatibility and managing the files in general would work. But that doesn't prevent anyone else from trying to do more content now that I've explained most of the work necessary. With that said, anyone has my permission to reuse the custom assets or files included in this mod as long as they're properly credited.
Conclusion
Thanks for reading, and I hope these articles are an interesting insight into the development of this project. We're very grateful for the support you all provided us over the entire year we spent on this mod, and all the team is really glad you all got to enjoy the final product.
A new mod by TwilightZoney, which replaces Modern Sonic's model and animations with the ones from Sonic Unleashed. He put a lot of work into adapting the animations properly to the new skeleton, and converting almost all of the animations in the game to be compatible with both the Unleashed Project and regular Generations:
Remember to participate in the voting for the Mod of the Year 2013 awards! We'd really appreciate your vote as well. If you'd like to vote for us, go to the mod's main page. Scroll down and you'll find the voting button right below Professor Pickle.
Happy holidays!
60 FPS video of the release trailer for the Unleashed Project.
Framerate dips a bit in the middle section due to different recorder, a better version might be uploaded later.
Original encode recorded by Melpontro, at 9k bitrate.
Not recorded by Melpontro this time. Not as good quality as the other videos, but it should give you a good taste of what to expect.
Original encode at beautiful framerate, and 12k bitrate, recorded by Melpontro.
Original encode at beautiful framerate, and 12k bitrate, recorded by Melpontro.
Highest Rated (5 agree) 10/10
Now this, here, is a labor of love. Salvaging the good parts from Unleashed and bringing them to PC, polished up and improved as a sizeable Generations expansion. Gotta love it.
Here's hoping Sega don't drop a cease-and-desist on it. They love to do that.
Mar 19 2013, 9:49pm by DominicWhite
Promote Sonic Generations - Unleashed Project on your homepage or blog by selecting a button and using the embed code provided (more).
So I can't seem to get the FxPipeline render update working. I click download update, but when I click save & play, then go into the game there is no effect and the blur remains. Did I miss a step?
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Nice mod you guys must've worked pretty hard to make it and thanks but a little advice for future updates 1: you should make an update 2:try to port most of the day stage bosses
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I just got Generations on Steam and it is time to check this awesome mod out! Thanks for all of your hard work!
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