Maxed out game tuned for 4k point blank distance, hence 8k normal distance Minimum CPU requirements for 60fps lows: Zen 4 or better (Original game code as is) Zen 3D (Improved game code) Raytracing system requirements: Medium preset @ 2k 60fps RTX 3080 12GB: Medium preset @ 4k 60fps or Low preset 5k+ (DLDSR) @ 60fps RTX 4090

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The full 4k Remake will be pay walled. Crazy amounts of work!

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Prey 2006 Remake Demo (RTX 4090 or better)
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RemasteredRetroPC Author
RemasteredRetroPC - - 194 comments

103rd download was first since update.

Originally this mod was free, but it also was massively inferior to the final product as I wasnt using the correct compression technology at the time. Now it uses DXT1 for diffuse, DXT1 for specular maps, DXT3 for transparency sharp transition alpha maps, DXT5 for gradual transparency alpha maps, RXGB DXT5 for heightmaps + normals (bump mapping).

With proper compression technology with most assets minus a few insanely heavy on the memory levels, its feasible to create a mostly per pixel texture resolution, not only point blank, but camera turned slightly so the texture is even closer. This applies to shaders like specular heightmaps to normal maps as well to the extent which the visible bottleneck allows me to hide the lower resolution of some layers to not waste memory. One of the marketed features of this engine is per pixel lighting, the highest version of this mod you are getting maybe 95% of the textures are at per pixel resolutions custom sculpted for 4k. Considering trading up strategically some less obvious layers compensated for using ray marching and path tracing heightmap injection to make the per pixel texture resolutions 100% throughout the entire game.

"These pixel razor sharp shadows that scale to any resolution."
-Digital Foundry

=Per Pixel Lighting

@ 17:02

Soft shadows in id tech 4 as is looks like trash as they are very unstable warping around character models and the edge of the screen even adjusting the radius. To resolve this issue is not feasible at my skill level. Interestingly the optimization for shadow culling behind objects is partly responsible.

Parallax mapping does not support DDS and even if its a nice touch to the game render, using TGA format for everything to get it working is going to make the game look objectively worse by a lot. If other versions of the game support it, I will go ahead and add it to those. Not having the source code to this game only leaves the SDK, so im making the best with how its programmed.

Ray marching atop geometry glow adds a subtle shine to the top of some objects that intensifies in the presence of sufficient triggering light as cues from the game render. And ambient occlusion has multiple layers of radius to achieve more stable coverage in the render both for objects like the players weapon up close and further out. Screenspace path tracing is tuned to a reasonable amount given its injection after the game has drawn the graphics. So its tuned to not look bad being a tacked on stage in the rendering pipeline. The texture and shader aspect of this mod is the star of the show with ray marching and raytracing being pretty mild to be honest, but also a very memory efficient way to add another layer of basically bump mapping thanks to the path tracing (SSR). And it also adds load to otherwise pretty dormant shader processors for a game this ancient. Getting more value out of modern hardware in an older game. So its punching crazy above its weight to the point im flirting with calling it a Remake.

This is a tech demo for 2024 hardware using a pretty ghosted engine by developers at the time. Sad because its probably legitimately the first what I would in my opinion call the emergence of modern graphics engine technology. I mean its good enough that pushed to the limit its overall capable of looking like a modern game if the lack of 3D geometry count doesnt stand out too much in that particular scene. It might not be targeting true dual cores like the Source engine, but its also definitely more efficient in general. And the thread scheduler tuned correctly (instructions provided in download) having most of the game logic on 1 core as long as your hardware is modern even while pushing it really hard well beyond intended from the factory floor has pretty good latency. Games today use more and more cores, which can have certain side effects in reality.

Loading times are also wildly superior despite pushing the engine harder than my id tech 3 Jedi Academy mod. The second thread is definitely compiling textures. Or the C++ vs C is just in a league of its own just wildly dethroning id tech 3 which it replaced using slower inferior coding technologies if you want to go vroom vroom.

The most interesting thing ive found modding had to have been the ancient game Painkiller where using crossfire DX10 GPUs the loading times improved over using one GPU. Sometimes software can surprise you trying to figure out what its doing from the outside. The way I have the thread scheduler set leverages an actual full core and not a logical core which in theory accelerates level loading times. I havent had the time to test that yet as the mod is still in development.

What it feels like to use this mod with high end hardware.

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RemasteredRetroPC Author
RemasteredRetroPC - - 194 comments

RTX 4070 should work but youll likely have to not use raytracing to get acceptable performance. The game must maintain 60fps or it will slow down using the only configuration rendering option that doesnt stutter. Top end Ampere chips are probably somewhere pretty close to mid range Lovelace. This mod is very bandwidth hungry to pretty insane levels, so the Lovelace huge cache is very helpful as texture transfer rate bottlenecks are the thing being pushed hard, and its not very far from crashing the x86 4GB address space for the game logic.

RTX 4080 @ 4k + RT 60fps
RTX 4090 @ 5k + RT 60fps

Historically the intention of the development team of this game was philosophically to be software that was pushing the boundaries. The: "but can it play Crysis?" of its era. This mod pursues the spirt of this sort of intense longing for PC Master Race technologies. Custom resolutions allow extreme levels of control over how intensely leveraged your graphics card can be level to level consistently. This is the reason it is taking so long to develop even working on it beyond full time. The idea is the render holds up even pushing it to the extreme of standing as close as possible to any and all surfaces (& 8k playing it normally) despite being 2004 technology at its core, which I think is very impressive the way the all in approach to shaders scales with its full potential using future technology like AI and lots of manpower discretion as well as hand crafted results.

@ 06:31 - 06:50

Steamcommunity.com

This mod also demonstrates what is possible without a team and a wealth of resources thrown at a project. Turok is given the nod, since its a spiritual successor to some extent. Aliens, Dinosaurish "hound" enemy, you know, all the familiar beats. Night Dive Studios be like, this is fine. But to be fair the rom for this game is about 7mbs on the OG console. This means you can only ever use lazy person technology or the 90s graphics technology enforcers get us. Mip maps are really like this crucial thing you kind of need to make impressive remasters IMO. Quake II hurts my soul. Now im full blown RTX now im not, and look at these low resolution mud battles between not even half exposed ladies. Just Alien genocide again. The theme pushing it to the limits is now a distant rearview memory in favor of, it has to be close to the Switch and why go all the way when we can half *** it. The top end version im going to playfully call a Remake despite being in the exact same engine. Everything below that will be called a Remaster. So prepare to be confused normies.

The mapobjects and heightmaps definitely share a memory pool segment of the x86 slice. This demo at the highest level version literally is stepping right at the line of acceptable memory usage before it fails gracefully and the heightmaps just skip over to the OG game files stock resolution DDS textures. Which of course would make the game look like ****. Exceeding this pool does not outright crash the game in the same way other situations that are more extreme can. So although it might not be a engine rewrite, if Turok Remaster is acceptable as a remaster, then this pushing id tech 4 within an inch of its life just has to be a Remake. The engines potential is far greater than people realize. I was offended by Turok on Steam. Its just such a dumpster fire Remaster. I guess thats the way Turok remains forever. Even throwing a 4x at the problem minimal effort is basically foolish. Shimmer fests are undesirable.

This file is not going to change minus two things I probably cant control getting its own full game pass. Its basically maximally polished as it stands, so updates may not even come at all. And if they did its so mickey mouse even Digital Foundry would be like, whats changed.. *magnifying glass*

Older exotic GPUs can technically run the full game version without crashing albeit with framedrops or slow down. Heavier levels exceed the 16GB framebuffer so I have to make a RTX 4080 specific version. This should be a rapid once the highest end version is complete.

Siliconmechanics.com

Pny.com

Techpowerup.com

Amd.com

Performance metrics unknown for modern Radeon series but it wont crash from lack of vram.

Amd.com

Amd.com

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