This unofficial project ports back most of Sonic Unleashed's day 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 a much smoother framerate.

Report article RSS Feed Video of Jungle Joyride ported to Generations and White World Soundtrack

The deadly child from many of the beach tropes in Sonic games.

Posted by Dario_ff on Dec 18th, 2012

Since Cool Edge requires some more work due to animating and such, I was feeling pretty confident to tackle Jungle Joyride meanwhile. Here's the work of all these days into it, and with just a few extra changes needed as pointed in the video, this was by far the hardest stage to recreate.

I also would like to remind you that we're currently in the top 100 for Mod of the Year, you can find us in the upcoming early releases of 2013 category. You can vote for us in our project page, and we'd really appreciate if you take the time to do so. We may have a chance to win Upcoming Mod of the Year if we gather enough attention these days! So spread the word around. It's quite a rare occassion to see a 3D platformer in ModDB, let alone reach the top 100!

7/8 Stages done! Just Cool Edge and the HUB remaining. After that, the beta testing begins, and the road to the first release of the mod.


You can check out the 60 FPS video of this stage in our Downloads page. Highly recommended.

The bad news is, due to the complexity of this stage(nearly 3-4x times the amount of 3D nodes than in any Generations/Unleashed stage), it's a really taxing level on PC. The consoles already had a lot of trouble in handling it, and since the ported game doesn't make the best use of its cache and hardware, it requires a relatively modern CPU to run it at a consistent framerate. (And a decent GPU to manage the really big amount of objects rendered).

A system just a tad worse than an i5 2500 with a $100-200 GPU should be able to handle the stage at a consistent 60 FPS. If any optimizations are possible, they shall be added, but there's not much to do about it without being able to optimize the game's code itself. These are common builds nowadays, and should be able to handle most games just fine. There IS ways to increase the performance drastically, but it comes at the cost of having much less drawing distance/loading terrain range. So anyone just wanting to play it should be able to with a few tweaks.

While the Hardware requirements for this level are quite bad news, it doesn't defeat the point of a port, which is making it playable in an open platform like PC. As technology progresses, most hardware will be able to deal with it just fine, and it's not locked to the experience of the original console(which was TERRIBLE framerate, even reaching a low 10-15 FPS in various areas).

The other creation I have to share today is our just finished White World soundtrack for the HUB. You can play the tracks you want in the interactive video below. Major props to Falk for his work on this, you can check out the rest of his stuff here: Soundcloud.com


Happy holidays! Remember to vote if you like our progress, and keep an eye out on the Youtube channel as well!

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Guest
Guest Dec 18 2012, 5:55pm says:

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selkadoom
selkadoom Dec 19 2012, 4:51am says:

Hey Dario Can I run This Stage on i7 3770k,8GB DDR3 RAM,GeForce GTX560?

+2 votes     reply to comment
Dario_ff Author
Dario_ff Dec 19 2012, 8:04am replied:

Absolutely with no problems. 60 FPS guaranteed on that.

+2 votes   reply to comment
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Guest Dec 19 2012, 12:51pm says:

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Dario_ff Author
Dario_ff Dec 19 2012, 1:35pm replied:

I can't say yet due to not having any AMD systems like that ATM, but it sounds like it'll be fine.

+1 vote   reply to comment
Catie㋡(Boxxy)
Catie㋡(Boxxy) Dec 19 2012, 2:36pm says:

Dario im not sure if this actually changes anything from the stages but i am using Ambient Occlusion on my Sonic generations and im not sure if it's going to actually change something on the levels

+1 vote     reply to comment
Dario_ff Author
Dario_ff Dec 19 2012, 3:39pm replied:

It already works, but remember that's only a feature Nvidia cards have at the moment.

+1 vote   reply to comment
Antaury97
Antaury97 Dec 21 2012, 3:52am says:

Dario, I can't download the 60fps video with Adabat... It says:
The file you have selected (JoyrideJungle-muxed.mp4) is not available via any mirrors.

Thanks

+1 vote     reply to comment
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Guest Dec 22 2012, 12:58pm says:

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blackdoor66
blackdoor66 Dec 22 2012, 2:14pm says:

hey dario can i run this stage with this hardware?

i5 2320 3GHZ
GTS 450 nvidia
8RAM

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Guest Dec 29 2012, 11:38am says:

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SONICPCFAN
SONICPCFAN Jan 22 2013, 9:17pm replied:

not really,i think after this its hub,beta,a LOT of fixes,release

+1 vote     reply to comment
SonicHeroes565
SonicHeroes565 Dec 30 2012, 10:04am says:

can i handle this stage?

Pentium Dual Core E5200 2,5GHZ
Geforce G 210 1GB DDR3
4GB DDR2 RAM

+1 vote     reply to comment
SonicHeroes565
SonicHeroes565 Jan 5 2013, 7:57am replied:

NEW SPECS
Intel Pentium D 925 3GHZ
GTX 550ti
8GB DDR3 RAM

+2 votes     reply to comment
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Guest Jan 2 2013, 12:51pm says:

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SONICPCFAN
SONICPCFAN Jan 22 2013, 3:07pm replied:

LOOOOOOOOOL no answer,go make Cool Edge with ice physics and all them,and release today,now
lets see if you are this good

+1 vote     reply to comment
selkadoom
selkadoom Jan 21 2013, 2:25am says:

Hey Dario!
When I Load Dragon Road Demo With Directional Shadows The Game Crashes
Please Tell Me How Can I Fix This Soon
Thanks

+1 vote     reply to comment
SONICPCFAN
SONICPCFAN Jan 22 2013, 3:12pm says:

Dario!can i handle the entire project with:
Nvidia 550GTX ti(my luck i have FXAA so i dont need to pass by the lack of AA on the renderer)
AMD FX (tm)-6100 Six-Core Processor 64 bits 3.30 ghz
8,00 GB RAM

so?

+1 vote     reply to comment
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Team Unleashed
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Released Mar 18, 2013
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