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Hello, is there a way to oversample the game similarly ro console emulators, instead of rendering it at 320-something and stretching over 1080 panel? I feel like screenshots in the shop look better than what I see on my display. Thanks!
Post edited December 18, 2019 by Fedor_T
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Fedor_T: Hello, is there a way to oversample the game similarly ro console emulators, instead of rendering it at 320-something and stretching over 1080 panel? I feel like screenshots in the shop look better than what I see on my display. Thanks!
Hi, there's no oversampling feature, but you could try this:

In your game's installation folder there is a project_nov.ini file.
Edit the file with a text editor and change the "filtering" value from "false" to "true" in the first lines of the file.
Like so:
from
filtering=false
to
filtering=true
Save the file and launch the game again. Maybe the visual quality will be better for you.
Post edited December 28, 2019 by PraetorianWolfie
I tried it, but can't say if something really changed.

So there's no way to make the game run at specific (at least native) resolution?
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Fedor_T: I tried it, but can't say if something really changed.

So there's no way to make the game run at specific (at least native) resolution?
Filtered graphics smoothens out some rough edges so the text should look better. It should also be noticable for the mouse cursor; overall I prefer this setting to be enabled.

The game's native resolution is 640x480. It will be rescaled to show up as full screen, but it won't become crispier in higher resolutions.
That's a really good tip, I wonder if there isn't much change because the game uses Voxels for the characters and these probably can't be smoothed in that way.
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goatman455: That's a really good tip, I wonder if there isn't much change because the game uses Voxels for the characters and these probably can't be smoothed in that way.
Westwood used a let's say "hybrid-voxel" technology (slice for the character models that ended up in-game. They also applied heavy compression on them which why a lot of the characters seem to be of very low detail (this was also noticeable at the time of the original (1997); I remember an interview of one of the creators, where they said the one thing they regret is not optimizing this compression algorithm in order to have more detail on the models.

In any case, without the original source assets for the models, which are lost for all we know, it would be very hard to improve the quality of the character models.

For reference check this post from madmoose (core developer of the ScummVM engine for Blade Runner) and the response from Louis Castle:
https://news.ycombinator.com/item?id=17171287

And madmoose's custom renderer for a fun recreation of how the models are constructed from slices:
http://thomas.fach-pedersen.net/bladerunner/mccoy_anim_13_frame_0.html

I believe McCoy's is one of the models that has optimized compression. Steele is probably another one.
Like I figured, those voxels are the thing that everyone always seemed to complain about graphically, both in the 90s and today.

OP wants it to be really HD and crisp, but with the game as it currently is, it probably won't quite be up to what you want, but hopefully you can still enjoy it.
Post edited December 26, 2019 by goatman455
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goatman455: Like I figured, those voxels are the thing that everyone always seemed to complain about graphically, both in the 90s and today.

OP wants it to be really HD and crisp, but with the game as it currently is, it probably won't quite be up to what you want, but hopefully you can still enjoy it.
Not sure which circles you traveled in or which universe or timeline you hail from, but in this universe on this timeline EVERYONE loved Voxels. Looking Glass made some games with them (the classic Flight Unlimited and Terra Nova), there were flight sims using voxels, the great Outcast game used voxels, there were voxel shooters, some the earliest terrain deformation games( like Terra Nova)... Ain't nobody was complaining about voxels back in the 90s...
Post edited January 01, 2020 by DaigojiGai
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goatman455: Like I figured, those voxels are the thing that everyone always seemed to complain about graphically, both in the 90s and today.

OP wants it to be really HD and crisp, but with the game as it currently is, it probably won't quite be up to what you want, but hopefully you can still enjoy it.
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DaigojiGai: Not sure which circles you traveled in or which universe or timeline you hail from, but in this universe on this timeline EVERYONE loved Voxels. Looking Glass made some games with them (the classic Flight Unlimited and Terra Nova), there were flight sims using voxels, the great Outcast game used voxels, there were voxel shooters, some the earliest terrain deformation games( like Terra Nova)... Ain't nobody was complaining about voxels back in the 90s...
We often do. Because the performance was really bad on those early voxel games. And resolution was always very limited, again because the strain on the cpu.

I am not saying we don't love the look of comanche. Or the delta force even. But polygonal games quickly became much nicer, and much more efficient.
Post edited January 02, 2020 by Galacsin
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goatman455: Like I figured, those voxels are the thing that everyone always seemed to complain about graphically, both in the 90s and today.

OP wants it to be really HD and crisp, but with the game as it currently is, it probably won't quite be up to what you want, but hopefully you can still enjoy it.
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DaigojiGai: Not sure which circles you traveled in or which universe or timeline you hail from, but in this universe on this timeline EVERYONE loved Voxels. Looking Glass made some games with them (the classic Flight Unlimited and Terra Nova), there were flight sims using voxels, the great Outcast game used voxels, there were voxel shooters, some the earliest terrain deformation games( like Terra Nova)... Ain't nobody was complaining about voxels back in the 90s...
If you can find a way to check on and prove people can travel between different universes etc. let me know, otherwise let's assume we are from the same universe and in that universe we shared, people definitely complained about Blade Runner's Voxel look, despite having its advantages.

I'll admit I didn't blatantly state I was talking about Blade Runner, but it's a Blade Runner forum and the OP is talking about Blade Runner; in the context of the conversation I think it's clear enough. Are you taking my point out of context and creating this idea that I have somehow said everyone hated all forms of all voxels? I normally acknolwedge when I am unclear but here it feels like I was pretty clear about it, and you seem to think it's out in left field.

Sounds like you are just being closed minded a bit, and just not listening to what I am saying because there were many complaints of Blade Runner's voxel character models, it's the ONLY real graphical complaint of it back in the day.

I know I said earlier let's assume we share history from the same universe, but now that I am saying all of this I have to wonder: Is there any possibility that you somehow exited the universe the rest of us were in and then got desposited back here ignorant of these Blade Runner Voxel issues?

Here is an example of an oldish review that even mentions it! (They say "pixelated", but the complaint is the same) I am pretty sure this review is around release as they mention Myst and RIVEN as if they are relatively new. (edit: Looks like the review is from 04/99)

https://www.rpgfan.com/reviews/bladerunner/Blade_Runner.html
Post edited January 04, 2020 by goatman455