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The BioShock Thread

Terra_Inc

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So, since the remastered versions have been out for a few days, I thought it was a good opportunity to start a proper thread for the series. Have at it, MSFCians!


Today I did a short test-play of the remastered BioShock 1. What can I say, it certainly looks prettier. Though I should say that the original was already a very beautiful game imho. Apart from the textures, I noticed some nice new animations. The UI is also updated - it generally looks even grittier than before. One exception are probably the new Hacking tiles - they look great, but really take some getting used to if you've extensively played the original.

Interestingly, they didn't bother to censor the game for us Germans as they did the original. Pretty nice since I finally get to play the uncut version!

Lots of people have been reporting problems and from what I hear a patch is on the way, though apart from some minor sound glitches I didn't notice anything myself.
 

CABAL

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I didn't have any issues at all. Then I fiddled with some INIs and did an upgrade to my hardware. Now all my settings are back to default.o_O I'll have to fix that, I suppose.

Today I did a short test-play of the remastered BioShock 1. What can I say, it certainly looks prettier. Though I should say that the original was already a very beautiful game imho. Apart from the textures, I noticed some nice new animations. The UI is also updated - it generally looks even grittier than before. One exception are probably the new Hacking tiles - they look great, but really take some getting used to if you've extensively played the original.
The original textures, while pretty, have aged quite a lot. The 'throw a blob' plasmids in particular have noticeably low-res textures on the wielding models. I'm very happy with the way the new textures look. I've also noticed that a bunch of models have more polygons now, such as that big statue you pass on the very first bathysphere ride. The additional little details all over the place, such as grime on windows, are also a nice touch. I'm also thrilled that physics are now calculated at 60fps instead of 15fps. And, of course, the wider field of view helps a lot.

Anyone notice that the HUD is now done with relative sizing instead of exact pixel counts now? You no longer get a tiny ammo counter at high resolutions.

Speaking of high resolutions, I have 1.5x, 2x, 3x, and 4x DSR enabled in the Nvidia Control Panel and, while these resolutions are available for everything else, only the 4x DSR shows up in the Bioshock Remastered settings menu. The frame rate is extremely smooth at 1920x1200, but too laggy at 3840x2400. I'd like to try something in between, but I can't seem to get the extra resolutions to show up in the menu and setting it in the INI doesn't seem to work for some reason.

Interestingly, they didn't bother to censor the game for us Germans as they did the original. Pretty nice since I finally get to play the uncut version!
Wait, how would you sensor Bioshock and retain anything? What was the German version like? I know that at least one of the Command & Conquer games had all the infantry replaced with robots, but I don't see that being viable for Bioshock.

Also, is anyone else gaming on a laptop? The remastered BioShock is putting quite a strain on my laptop, and I kind of wanna compare notes with someone so I don't accidentally Incinerate it.
I can't even get the original Bioshock running on my laptop. It just hangs at the end of the first bathysphere ride. I can look around, but the guy and the splicer just stand there and the scene refuses to progress. Of course, it also won't run Neverwinter Nights 2, barely runs Civilization 5, and so on. I really just got it for class.

So far, I think my only real complaint is that they didn't just port the whole game to the Bioshock Infinite engine and recycle the Burial at Sea art assets where possible. It would have been a lot of work, but most of the framework was already there and the gunplay in Infinite feels better.

I think I'm going to try out the beginning of Bioshock 2 and see how that is. I'll try and get some screenshots, too.
 

Terra_Inc

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Wait, how would you sensor Bioshock and retain anything? What was the German version like? I know that at least one of the Command & Conquer games had all the infantry replaced with robots, but I don't see that being viable for Bioshock.
See, the thing about German censorship is that it frequently makes little to no sense. :thumbsdown:

In the case of BioShock, it's what they call the "Low Violence" version. Basically, they removed most blood and blood-related effects (except for the scenery blood). Also, they changed a few minor things such as Steinman's patient not moving at all during the "she won't stay still" bit, or changing the burnt corpse texture to a less gory black. They also blocked Telekinesis from picking up corpses.

... And then they left in the entire Andrew Ryan encounter in all its glory, the previously mentioned decorative blood is still all over the place, the plasmid effects on your hand are still beautifully messed up, and the multiple strongly implied murder of helpless little children when playing the evil route is still totally a thing. So, in summary, the game is now much more suited for young kids to play. Oh wait, it isn't, because it's still rated USK-18.

And the best thing? A few years later they published BioShock 2 completely uncut and with the exact same rating.

If there's one upside to the censorship, it's that most US games have ludicrous blood spray effects. In comparison, the German version seemed almost more realistic in that regard.
 

CABAL

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Never move to Germany, got it.

In all fairness, the blood in shooters serves the function of telling you when you've landed a hit. The overly high amounts also originate from the low-res days when anything realistic would only have been a pixel or two. However, shooters, including Bioshock, are generally pretty light on the blood these days. It's the third person melee combat games, like God of War, that get absurd, and they tend to be overt the top in other ways, too. The Big Daddy drill in Bioshock 2 does create a lot of blood, but that's pretty justified. Really, most of the animated blood comes from the Ryan and Steinman scenes.

I also never understood the 'all games are for children' view. Letting a kid play GTA is like letting them watch Game of Thrones or The Walking Dead. Expecting GTA to be child appropriate because it's a video game is like expecting South Park to be child appropriate because it's animated. Enforcing it on a legal level just seems wrong to me.

On top of that, I've seen plenty of PG-13 movies with worse stuff in them than certain games that are M rated. Graphic violence and brief partial nudity will often get a film a PG-13 rating (game equivalent T), while Halo: Reach lacks the Flood (eliminating gore), has very minimal blood (there's a puff when you land a hit on an unshielded target and nothing ever seems to make it onto the level geometry), and doesn't feature anybody with so much as short sleeves, but is slapped with an M rating (film equivalent R).

Ultimately, Bioshock is very much for adults and wanting to censor it to be acceptable for children is a lot like wanting a PG or PG-13 cut of Deadpool in that the result would be gutted of what made it unique and good.

Er... anyway...

I'm having performance issues with the Bioshock 2 remaster. It's actually running worse than the original, unlike the Bioshock 1 remaster. Even 720p was kind of laggy. I think it might be running on the original engine instead of a newer version of the Unreal engine, like they did for Bioshock 1. It would explain some of the feature differences and why the performance is worse.
 

Terra_Inc

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Never move to Germany, got it.
Heh, it's not that bad. I think it got better in the meantime - both BioShock 2 and Infinite have been released uncut since then, so you can see that the USK's standards aren't really that over-the-top. Plus you can always import the originals from the US or neighboring countries.

You have to know that the first BioShock happened to be released at a very difficult time. The country was at the height of the "killer games" panic. There was a horrible school shooting in 2002, which conservative politicians to this day like to claim was caused by Counter-Strike. The Grand Coalition of 2005 basically planned to ban shooter games, with some CSU politicians calling for a complete ban on violence in video games (none of which actually ever happened). In November 2006, Microsoft actually refused to release such a game in Germany, saying that they could impossibly satisfy the USK while still keeping the game intact. (Said game's remaster is actually released in Germany now, and uncut.) Also in November, the Emsdetten school shooting happened - and again, many blamed it on shooter games. BioShock arrived in Fall 2007, and I can understand why 2k decided to cut it for the German release.

The cultural difference between the US and Germany has another side, of course. Over here we're much less sensitive when it gets to nudity and the like. So if you like to see naked people, it's a great place to be. ;-)

I'm having performance issues with the Bioshock 2 remaster. It's actually running worse than the original, unlike the Bioshock 1 remaster. Even 720p was kind of laggy. I think it might be running on the original engine instead of a newer version of the Unreal engine, like they did for Bioshock 1. It would explain some of the feature differences and why the performance is worse.
Yeah, I've seen some people report performance issues with that. I'm not sure about the backend details, though. I still think they should have produced a much cleaner release, considering that many of the bugs in the remaster were present in the originals, and thus have been known for years.
Oh well, here's hoping 2k are generous with patches.
 

CABAL

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We had our own 'killer games' panic, but it never really went anywhere and the people who still believe in it aren't really considered credible, much like the people that claim Dungeons & Dragons, Harry Potter, and hard rock are Satanic. Maybe it's because ours happened slightly earlier? Doom isn't exactly as realistic in weapons, visuals, or premise as Counter-Strike. It could also be because the previous moral panics were already being recognized as absurd.

Yeah, I've seen some people report performance issues with that. I'm not sure about the backend details, though. I still think they should have produced a much cleaner release, considering that many of the bugs in the remaster were present in the originals, and thus have been known for years.
Oh well, here's hoping 2k are generous with patches.
There are supposed to be patches on the way for both games with performance improvements and bug fixes. It sounds like they're (reasonably) focusing on the crashing that some players are reporting.

After wandering around a bit in B2R, I think part of the issue is with the water shader. It looks like the same shader as in B1R, so I have no idea why it would be causing such a performance hit. I might tinker around in the INIs and NVCP, see if anything helps. I also asked for help on the subreddit, but that just got a downvote and no replies.

I really am struggling to find a cause, though, particularly for such a large performance difference. I'm running the original Bioshock 2 at 3840x2400 (super-sample anti-aliasing is gorgeous when you can get away with it), but the remaster still gets laggy in areas at 1280x720. Such a discrepancy would indicate to me that something is very wrong somewhere, but I can't figure out where.

EDIT: I found the issue. Forcing even low quality ambient occlusion via the Nvidia Control Panel causes a massive performance hit in B2R. I'm now rendering it at the approximately 4k resolution I run the original in. I'll try it for B1R, too, and take some screenshots either after dinner or tomorrow.
 
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CABAL

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I took a few screenshots of the first areas in Bioshock 2 and Bioshock 2 Remastered. I tried to line the shots up the same, so hopefully you can get a good idea of the differences. I didn't check the 'save an uncompressed copy' box in Steam, though, so they're not quite as sharp as they could be. Should be fine for the next round, though. The 16:10 shots (everything past the aspect ratio comparison) are not representative of the game's built-in anti-aliasing method. Instead, they simulate what it looks like on my screen, which uses Nvidia's super-sample anti-aliasing method. A raw 3840x2400 image is at the bottom of the post, if you're interested.

This post is spoiler free for those of you who haven't played Bioshock 2.

First off, Bioshock 2 improved on Bioshock 1 by switching to a set vertical FOV. This means that your viewing area widens as your aspect ratio does. This is the current standard (also called H+) and Bioshock 1 was probably one of the last shooters to use the old standard (also called V-).
01a Waking Up 5-4.jpg 01b Waking up 16-10.jpg 01c Waking Up 16-9.jpg

For the remainder of this post, shots from classic Bioshock 2 will be on the left and shots from Remastered will be on the right.

For the first scene, I thought I'd go with the player's first impression: the initial spawn.
01b Waking up 16-10.jpg 01 Waking Up.jpg
The most striking difference is the drill. It has clearly had a major texture overhaul and a revised material shader. The model seems to have been tweeked a smidge, too. You can also see the effects of the new lighting model on the sign for the resort in the center of the screen, again on the right, by the glowing coral, and lastly on the pillar along the left edge of the screen. Some other textures have been changed, such as the floor tiles at the bottom of the screen. The water shader is also more detailed and seems to be a slightly less green shade. Lastly, the HUD has been moved inward and the health and eve meters properly reach the end caps.

Next up, we have the Adonis Baths.
02 Adonis Baths.jpg 02 Adonis Baths.jpg
You can see the new lighting model has made the tiles in the pool a bit more reflective. There's more of a shine on the light fixtures(?) on the left, too. Also on the left, you can see where a low-res texture on the base of the statue has been replaced with a much more higher definition one.

Here's our first glimpse of Doctor Sophia Lamb.
03 Lamb.jpg 03 Lamb.jpg
This time we can see a major change to the wall. Specifically, the water damage seems to stop after about six feet on the remaster and the tiles on the bottom half are much more vibrant. The lighting model has also made the candles look significantly different. There's some purple light playing on the drill in the remastered shot, but I'm not sure if that's from the new lighting model or just because I'm standing in a different spot. Other than that, the only major difference is that the poster of Lamb is significantly less fuzzy.

The first Gatherers Garden.
04 Garden.jpg 04 Garden.jpg
We can see the same change to the walls as in the previous comparison. If you look closely at the pillar on the right, you can see how the new lighting has made shadows a touch darker. You can also see a slight texture resolution bump with the pillar on the left. The Gatherer's Garden itself is a bit less beat up than in the original and the writing near the bottom is a little sharper, though with significantly less drop shadow. The biggest change is probably the floor tiles. While the originals were rather flat, the new ones have much more wear, cracks, additional color, and have greatly benefited from the new lighting. Also, the bear looks a bit happier.

The menus have also been modified. The mouse sensitivity setting now carries over into the menus so high-DPI mice no longer result in a super fast cursor. Most of the original menus also had Xbox controller prompts on the buttons, even when controller input was disabled in the game options. This is thankfully no longer the case.

Overall, the remaster seems improved, but the changes are often very subtle. Replacing the occasional super low resolution texture with something that fits with the surroundings more has improved my immersion, however; I haven't seen any jarring texture size differences in the remaster like I sometimes did in the original. I am particularly pleased with how the new drill model looks; there are some more polygons, particularly near the handle, and the new texture and material shader are a massive improvement over what was used before. Unfortunately, this one does not seem to include developer commentary or a concept art museum like B1R.

I would recommend playing the remaster over the original if it runs fine for you. I only lost a couple frames per second at a resolution slightly higher than 4K and my CPU is just a hair over the original recommended 2.13GHz Core 2 Duo so I don't imagine that there's going to be much of a performance difference for most players.

Edit: Almost forgot, if you want to see what the game looks like in preposterous definition, here you go.
 
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Rifraf

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Wow, that does look beautiful
 

Terra_Inc

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The first patch is out now. Seems like it fixes some of the problems, although people are also reporting some new issues. Here are the patch notes, straight from steam.

BioShock 1
  • Field-Of-View is now adjustable from 75 to 130 in the Graphics Options Menu.
  • 21:9 Resolutions are now available. UI supports 2 modes (Stretch or Centered) at these resolutions.
  • Resolved several graphical issues on NVidia hardware
  • New Graphics options available for lower-end machines
  • Mouse Button 4 and 5 assignments fixed
  • Mouse Icon Size is now adjustable and will scale with resolution.
  • Several improvements have been made to Mouse Sensitivity, Threshold, and Buffering
  • Settings will no longer automatically reset on improperly shutting down BioShock
  • Speaker Mode should now be selectable from the Audio Options Menu
  • Fixed an initialization bug with Audio System.
  • Miscellaneous bug fixes
BioShock 2
  • Field-Of-View is now adjustable from 75 to 130 in the Graphics Options Menu.
  • 21:9 Resolutions are now available. UI supports 2 modes (Stretch or Centered) at these resolutions.
  • Mouse Button 4 and 5 assignments fixed.
  • Mouse Icon Size is now adjustable and will scale with resolution.
  • Several improvements have been made to Mouse Sensitivity, Threshold, and Buffering
  • DirectX 11 Performance improvements
  • Fixed several graphical issues with Occlusion Culling.
  • Miscellaneous bug fixes
Have fun, everyone!
 
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