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Check out this guest article by Ziggurat Interactive with input from Mark Randel, Lead Programmer at Terminal Reality.

Originally released in 2002, the first BloodRayne introduced the world to the sexy femme fatale Rayne, a half-vampire ‘dhampir’ on a quest for vengeance. BloodRayne tapped into the turn-of-the-millennium excitement for hyper-stylized vampire violence, spawning a game franchise that expanded to comic books and a notorious movie series.

Originally developed by Terminal Reality, the first BloodRayne and BloodRayne 2 utilized advanced 3-D graphics (for the time) and a fast-paced, combo-heavy fighting style that has since been built upon by many modern games. In 2020 Terminal Reality was asked to breathe new life into the series by enhancing these fan favorites, updating the original games to look and run better on modern PCs.

Ziggurat Interactive is thrilled to bring the definitive versions of these games to PC. Here is a look behind the curtain at what went into making these updates possible, including insight from Terminal Reality lead programmer Mark Randel.

Enhanced lighting engine

Many updates have been made to the lighting technology in both games to make use of modern hardware capabilities. Lightmaps for the original games were up to 512x512 resolution in 256 colors. We rendered 2048x2048 lightmaps in 32-bit color for every map in the new version.

Improved water, smoke, reflection, and fog rendering

Fans of the series will remember the Louisiana bayou levels from BloodRayne. Thanks to an improved rendering of water, fog, smoke, and reflections, these levels are much more immersive. All the reflection maps get rendered in high resolution now and scale properly for wide aspect ratios. The fog particles are now high resolution as well and are in 32-bit color.

High-resolution display support

A lot of work was done to make these games work at higher resolution found in most modern displays. Originally both BR1 and BR2 used DirectX 8 to render and supported a maximum of 1024x768 without any hacks. We switched the games to use DirectX 9 using the open-source d3d8to9 code, then updated the original shaders to be compatible with DX9. We recommend playing at your native panel size plus 4x antialiasing if your computer can give you 60fps at that size.

Improved rendering with up to 4x anti-aliasing

Gameplay looks smoother than ever with the introduction of 4x anti-aliasing to even out jagged edges on 3-D models. Anti-aliasing is a technique to smooth out the stairsteps between pixels on the screen. There are many ways to do anti-aliasing such as FXAA, multi-sample anti-aliasing, or oversample antialiasing. Because of the way both games render their scenes, we chose to implement oversample antialiasing, it has the highest quality output and gives you a blend of texture samples per pixel, unlike the other algorithms.

Uncompressed textures

As players move about the world they will notice most objects, from floor tiles to Rayne’s blades, will have clearer detail because all original textures can now display without compression. In the previous PC version, texture maps were compressed to 256 colors or 65536 colors. Now the textures use the full uncompressed 24-bit colorspace. This brings out detail that you would have not seen before.

Upscaled cinematics

The cinematics in both games look markedly better than ever thanks to AI-driven upscaling. We used Topaz AI to upscale the original DVD quality videos from BR1 and BR2 from the PlayStation 2 to HD quality. We then extracted the subtitles and audio from the International versions to include them as well.

XInput controller support

While console players have always had a tailored controller experience, modern PC players have experienced issues in the original PC versions of the games that have been addressed with the introduction of XInput support.

XInput is a relatively new way of controlling input for PC games that did not exist when the original BR1/BR2 PC games were released. By supporting XInput now, we can use a variety of new controller types instead of just a standard controller.

Bug Fixes

There were lots of speed and timing issues in the original PC versions of BR1 and BR2. All of these issues have been located and fixed. Both games were designed originally to only run at 30fps, and running them at faster rates caused lots of bugs to happen. In the new PC versions, we locked the game to 60fps and fixed those issues. Unfortunately, due to the 16+ year-old code, it was not possible to run at higher than 60fps. We fixed some random slowdowns that players encountered in BR2 and fixed some random crashes as well.

Notable improvements

Adding the Russian translations back into BR1 was what we were proud of most in updating that game. We have a huge fan base there and they will be very happy with the result. For BR2, the lighting improvements are substantial. We were able to improve many of the original vector calculations due to having more memory to work with and you can visibly see the results in the first scene of the first level when Rayne is wearing her dress.

Get BloodRayne: Terminal Cut Today!

It has been an amazing experience for Ziggurat to work with Terminal Reality on this iconic game. We’re still blown away by the fans who have kept Rayne alive all these years. Terminal Reality has done amazing work to make these games run at their full potential for modern gamers. We think die-hard fans will notice the many improvements we’ve made and we hope that new fans will get to experience the world of BloodRayne for the first time thanks to these new editions.

BloodRayne: Terminal Cut and BloodRayne 2: Terminal Cut are now available on GOG.COM!
Post edited November 20, 2020 by emter_pl
As idbeholdME already said: thanks for fixing the speed/timing issues and increasing the framerate to 60fps. This alone makes the Terminal Cut version(s) superior.
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GOG.com: (...)
Bug Fixes

There were lots of speed and timing issues in the original PC versions of BR1 and BR2. All of these issues have been located and fixed. Both games were designed originally to only run at 30fps, and running them at faster rates caused lots of bugs to happen. In the new PC versions, we locked the game to 60fps and fixed those issues. Unfortunately, due to the 16+ year-old code, it was not possible to run at higher than 60fps. We fixed some random slowdowns that players encountered in BR2 and fixed some random crashes as well.
(...)
On top of that they seem to haven´t found a way to remove the 30 FPS lock in cutscenes. No added cinematic motion blur (in other words: well implemented motion blur) either → they look aweful.
I was under the impression Terminal Reality fully shutdown in 2013, but it appears some remnant of it is still in operation.

Still hold out hope they will someday rerelease Nocturne. I can still get the disc version running with dgVoodoo.
That was a great read. Can't wait to try out these games again.
"Gameplay looks smoother than ever with the introduction of 4x anti-aliasing to even out jagged edges on 3-D models. Anti-aliasing is a technique to smooth out the stairsteps between pixels on the screen. There are many ways to do anti-aliasing such as FXAA, multi-sample anti-aliasing, or oversample antialiasing. Because of the way both games render their scenes, we chose to implement oversample antialiasing, it has the highest quality output and gives you a blend of texture samples per pixel, unlike the other algorithms."

Please, give us the possibility/choice to switch it off ! Someone likes to turn it off *completely* or choose alternatives through reshade!

Maybe add the in-game anisotropic filtering support and V-Sync control!
Directly for the original D3D8 engine, so we can choose between the integrated crosire's wrapper to d3d9 or dgVoodoo2 !

Fixed reflections are a must, thanks!
Post edited November 21, 2020 by hekoone
That was quite an unexpected surprise. Thank you very much, Ziggurat.
I hope there would be more classics which would get some new chance with some nice overhaul. I hope your example inspires others.
Thanks Ziggurat!

Is there a making of video or video interview? That's what I thought this thread might be.
For some reason i can't get the game to launch. Original works just fine and the BloodRayne 2: Terminal cut works, but this just tries to launch (about 2 seconds of a black screen) and closes.
Post edited November 22, 2020 by mile80
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mile80: For some reason i can't get the game to launch. Original works just fine and the BloodRayne 2: Terminal cut works, but this just tries to launch (about 2 seconds of a black screen) and closes.
Maybe there's a problem playing the bik files? You can try to rename the video folder and see if the game at least would start.
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mile80: For some reason i can't get the game to launch. Original works just fine and the BloodRayne 2: Terminal cut works, but this just tries to launch (about 2 seconds of a black screen) and closes.
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MarkoH01: Maybe there's a problem playing the bik files? You can try to rename the video folder and see if the game at least would start.
Installed the game once again to try this, but unfortunately no change. Doesn't seem to be happening to too many people since i can't find anyone else with this problem or any new solutions. Thankfully i didn't have to pay anything for the Terminal cut.
Thank you for the suggestion, even thou it didn't help this time.
I've pretty much lost interest at this point and won't waste any more time or the disk space on this game.
My experience shows the videos flicker to an unviewable mess.

The actual game itself is a bit better, slow as hell if you try to enable everything, but other than a few high resolution character models (rayne for example) it looks somewhere between a PS2 and Xbox (original) game, mixing medium resolution items together.
According to wikipedia, In December 2013, Terminal Reality closed down and liquidated its office outside Dallas, TX.
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GOG.com: In 2020 Terminal Reality was asked to breathe new life into the series
, so this is a suprise...
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ghst84: According to wikipedia, In December 2013, Terminal Reality closed down and liquidated its office outside Dallas, TX.
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GOG.com: In 2020 Terminal Reality was asked to breathe new life into the series
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ghst84: , so this is a suprise...
well they were licensing the infernal engine and had a patent disute in 2018 so the dev side might be closed but the licensing of the engine is still there apparently