MGSHDFix
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MGS 2 | MGS 3: Experimental UI/HUD fix "problems" thread
Opening this issue so that we can figure out what breaks if we use the experimental UI/HUD fix.
I encourage other Ultrawide and wider users to add to this list.
First off, the HUD text of the left/right slots seems to be anchored on the bottom left and bottom right sides of the screen.
The infamous "red bars on prerendered cutscenes" issue is back! #6
The bars are more visible when you have more space to the sides. Threatening!
The infamous "red bars on prerendered cutscenes" issue is back! #6
The bars are more visible when you have more space to the sides. Threatening!
Not much I can do on that front, the background is red in MGS3 for some reason and black in MGS2. It's an inevitability of resizing the playback viewport. It may just be the opening video but I haven't tested further in to MGS3.
This is a good issue to post by the way. Keep posting what you spot and I'll see what I can do.
All the weird stuff I found on the first in-engine cutscene.
this reminds me, does anyone still see the weird visual bug for the water in the sorrows boss battle?
this is the issue im talking about, this actually showcases another bug too if you look around the edge of the screenshot. and also i have not tested this without the fix my resolution is 2560x1440
this reminds me, does anyone still see the weird visual bug for the water in the sorrows boss battle?
this is the issue im talking about, this actually showcases another bug too if you look around the edge of the screenshot. and also i have not tested this without the fix my resolution is 2560x1440
Both of those issues are native to the master collection, and unrelated to the UI/HUD fix.
I'm surprised nobody haven't covered MGS2's issue report, given you can spot 3 major problems within the first 10 minutes of the beginning of the game.
The screenshots provided will be using Steam Deck at it's native resolution (16:10), running at Game Version 1.4.1 (or just 1.4.1D as Konami would say). You may spot similar issues seen in MGS3 for this one, but unlike 21:6: it'll be 16:10.
right off the bat: anything that involved zoom-in will cause the entire screen to flicker like crazy:
(original aspect ratio)
(with Experimental UI/HUD fix)
That's just one of many examples of the zoom-in effect breaks that I've spotted while trying to screenshot it as fast as I can.
also: anything related to screen effects like fade-in to black or fade-out to black won't be covering the entire screen
During the tutorial sequence: the letterbox format that would normally appear will be invincible.
(original aspect ratio)
(with Experimental UI/HUD fix)
in addition: if Real-Time Cutscenes were set to Letterbox: HUD portions during cutscenes might be moved to the top section as opposed to center.
otherwise: leaving it to fullscreen will be corrected and centered:
At this point: it might've been better if cutscene/non-interactive portions of the game remained letterboxed while regular gameplay is Fullscreen until they get sorted out. Otherwise: I'm reconsidering whenever or not i should fully commit to 16:10 playthrough.
Yeah the HUD fix still has a long ways to go, hence it being marked as experimental and being disabled by default. Personally when I play on the Steam Deck, I just leave the HUD fix off. The minor vertical stretching of the UI isn't that bad in my opinion.
The HUD fix probably needs an entire reapproach. With screen effects being scaled too it's going to need many individual patches so a new approach may be better. Also worth remembering that we're dealing with a PS2 game that was designed to be display at 4:3, that was then ported and made to display at 16:9. Now we're trying to get it to display at an arbitrary aspect ratio when the game is very much designed to not be run at anything other than 16:9.