The DoF was tweaked to be an approximation to the originals (See below for more info on a recent find).
#SONIC UNLEASHED PROJECT MOD#
#SONIC UNLEASHED PROJECT PC#
Very inefficient performance-wise as the translation from Xbox 360 GPU instructions to PC GPU instructions is expected to be.No Cubemap support until I recreate the math used for it.Shaders that don’t actually convert yet due to unsupported instructions.Inaccuracies in different shaders yet to be found or properly debugged.There’s still quite a few glaring issues at the moment though: While I’m even busier than usual with exams and such, I decided to give the shader stuff another try and managed to fix a lot of the issues my converter had. The following is a summation of his progress so far: Since its release, the project team has been digging in further to figure out what can be ported, with Dario FF now looking to port Unleashed‘s shader information. The mod was very positively received, for both allowing players to relive the best content of Unleashed and for being the catalyst of Sonic Generations‘ modding tools/community today.
#SONIC UNLEASHED PROJECT FULL#
So who knows.It’s been nearly two years since the release of Unleashed Project, a full conversion mod of Sonic Generations PC which ported all main Day stages from Sonic Unleashed to the platform. There's definitely some things in the game I could see modern CERO having a problem that could raise it to a B/12+ (due to Violence and aspects that may qualify it for a "Crime" descriptor), but when Sega partnered with Hooters in Japan for Sonic Forces, I somehow doubt they're extremely super concerned about the rating of the game, especially given it's largely the adults supporting the games in Japan at this point. Still, I do wonder as to why this game never saw a re-release. It could've just been a case of how like Square Enix handled development of Final Fantasy XIII (where they ported the game to PC and then built the 360 build off of that), with no plans to release, but who knows. Though, curious to note, if I recall during the process of data-mining the PC code, I think it was discovered there may have been some evidence of a PC build of Sonic Unleashed. While Generations still has some remnants of the Werehog side for the engine, it's not possible to port those elements. Unfortunately, only day time stages (so nothing story related) and it's NOT perfect. And while not directly tied to that engine, man that opening cutscene is still so sweet. While the Unleashed mod for Generations is well praised, it's still nice to see what the original game engine was capable of. Separately, Eggmanland is at 4:47:29, and the final boss (along with the best stupidest thing in the game) at 5:15:20 To save trawling through an admittedly 5 hour video, for the daytime stages - the main highlight of the game - the timestamps are as follows (tweaked in places from the video's own suggestions): It's astonishing how well this game holds up visually, a dozen years later. Sonic Unleashed, emulated in RPCS3, running at 4K (though not entirely smoothly, true to the game I suppose). The algorithm decides to drop this in my lap, and it is quite something. Amidst the blue blur's success at the box office, I've been going through a bunch of Sonic content on youtube.