Thief 2 High Resolution Patch |BEST|
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Thief 2 ESRGAN Texture Pack (mirror)Thief II: The Metal Age textures upscaled 4x using AI, more accurate to the original textures than other texture packs, but of less resolution than the alternatives.It is far higher in resolution and detail than the original textures however. Provides more vanilla looking but HD look for the game.
DDfix: patch (created by TimeSlip and updated by jermi) to allow Dark Engine games to run properly on modern hardware. It fixes the numerous problems introduced in modern graphics card drivers, as well as enabling 32-bit rendering to increase visual quality beyond even the original game. It also fixes fog in Windows 7 and Windows Vista, and enables support for widescreen resolutions.In addition, menus and books/scrolls are no longer displayed in a hard-coded 640x480 resolution, but are instead displayed at the same resolution as the game, removing the annoying resolution-switching that has always plagued Thief.
DDFix also supports additional features, such as support for high-resolution override textures that can go beyond the Dark Engine's 256x256 maximum texture size, and post-processing effects such as bloom. These are now available in Thief Gold, Thief 2 and System Shock 2.
What NewDark does is upgrade the Dark engine to support many new and incredibly great features, such as full DX9 support, high resolution textures, native high resolution, widescreen and multi-monitor support (including extremely high resolutions like triple 2560x1600). All of these features work in Thief 1/Gold, Thief 2 and System Shock 2.
On the whole, Thief is a better than average game from a graphics technology perspective. It is a multi-platform title based on Unreal Engine 3, and at higher quality settings includes a number of graphical features such as tessellation, contact hardening shadows, and even supersample anti-aliasing (achieved through internally rendering at a higher resolution). However even with those effects, unlike Battlefield 4, Thief is much easier to CPU bottleneck. On our fastest video cards it tends to be SSAA (or very high resolutions) that leads to Thief being bottlenecked, allowing it to otherwise become CPU bottlenecked at 1080p without SSAA.
Improved shadow maps, extra detail, and enhanced colors. It'll feature higher quality anisotropic filtering, which means upgraded texture sampling, resulting in more detailed environments. Additionally, supersampling will render Horizon's resolution at a resolution "close to 4K" and then shrink it down to 1080p, Guerilla Games says.
Fans of System Shock 2 and Thief 2 released unofficial patches for the games earlier this week on the French Thief community forum Ariane4ever (seen by Double Fine Productions community manager Chris Remo). Both patches make the games playable on modern computers with high-resolution displays. Patches for the existing games are available, along with playable demos for those who don't own the titles.
Released earlier in the year, the Uncharted: Legacy of Thieves collection brought the PlayStation 4-era franchise entries to the new PS5, with some mild enhancements to the overall presentation and a major focus on resolutions and performance. 4K at 30fps, 1440p at 60fps and 1080p at 120fps effectively allowed you to balance pixel count and frame-rate whichever way you wanted. These choices are now even wider thanks to a recent 120Hz VRR patch, which delivers some great results.
While the Naughty Dog titles deploy state of the art rendering, thus far the studio has not embraced dynamic resolution rendering to balance performance - not even in its latest title, The Last of Us Part One. So, in theory at least, the PS5's GPU is not fully maxed out. To be clear, the new patch 1.002 does not add this feature, but via VRR upgrades it taps into that latent GPU power by offering the ability to unlock frame-rate, while also adding a 40fps fidelity mode. This works in a similar manner to the option seen in Ratchet and Clank, the Spider-Man titles and Horizon Forbidden west.
The Uncharted games generally run at 90-110fps here, which in practice feels silky smooth. Sedate scenes reach a full 120fps, and very demanding sections can briefly dip into the 70s and 60s, but the average frame-rate hovers around 100fps. That's not far from the 120fps refresh offered in the existing 120Hz 1080p-based performance plus mode and it ends up seeming quite similar in general play, but with substantially higher resolution and image quality. Relative to the v-synced performance mode, this is a huge upgrade. In most titles, unlocking the frame-rate doesn't give you this much of a boost - including in The Last of Us Part 1's unlocked frame-rate modes. However, given the conservative fixed resolutions that the Legacy of Thieves Collection is targeting combined with its PS4-era visuals, there's a transformative boost to frame-rate and animation fluidity when you let it run all-out.
However performance plus doesn't support the VRR unlocked toggle, as the PS5 doesn't support refresh rates above 120Hz. So simply enabling VRR in the Performance Plus mode makes a bit more sense here. As you might expect, any dips beneath 120fps - most obviously, in the convoy chase sequence and APC fight - are smoothed out by VRR. This is a perfectly sensible option and is definitely preferable to the performance plus mode running under v-sync. However, the performance unlocked mode also offers high frame-rates, often in excess of 100fps, and comes paired with a 1440p resolution instead of 1080p. All things considered, it's a pretty substantial upgrade over the existing performance plus mode.
When looking for a surveillance camera system, it is easy to get overwhelmed by the huge number of products available and the confusing technical jargon that comes with them. Just walk into any big box retailer and there are numerous brands all seemingly selling the exact same camera. Every brand claims to offer high resolution and night vision, and sorting through the claims can be confusing.
Although 360° and 720° cameras may have the same resolution spec as that of a standard IP camera, that resolution is being spread over a much wider area and therefore offers fewer pixels per inch. Here is what this means, by way of an example. Assume two cameras, one a standard camera with a 130° field of view and the other a 720°camera, and both cameras are high-resolution 10MP (megapixel) models. This means the 720° camera has far less resolution per square inch; it is starting with the same image sensor, 10MP in this case, though it has to spread that image across a far larger space and therefore will not look as crisp of a camera that only has a 130° field of view. 2b1af7f3a8