Saints Row 2 Juiced Patch

Greetings, huge thanks for this wonderful mod, you saved my childhood game. The recent update fixed the sudden unexplained FPS drops, but after the mod update, the picture became pale, almost like in the original, even though I kept the settings the same. Xbox 360 gamma. What could be the issue? Thanks again in advance for the response and for the mod.
 
Greetings, huge thanks for this wonderful mod, you saved my childhood game. The recent update fixed the sudden unexplained FPS drops, but after the mod update, the picture became pale, almost like in the original, even though I kept the settings the same. Xbox 360 gamma. What could be the issue? Thanks again in advance for the response and for the mod.
try reinstalling juiced or re-adjust the gamma setting

we havent touched anything about the gamma shader patch so that should just work still.
 
The game is significantly more playable and stable with this patch. It improves it a lot. I tried it on a weaker system with DXVK async at high graphics settings, getting stable 50-60 fps. I have noticed that there are still issues with dynamic lighting. Are you planning to fix this as well?Overall, if you continue developing the patch and manage to fix the remaining issues that are weighing down this wonderful game, it will be just as it should have been for the PC port. Don't give up, guys, keep going!
 
You'll have to be more specific, I am not sure what you mean
If dynamic lighting is set to simple or all, then at certain points on the map where there are multiple light sources present at the same time, the fps drops. That's what I meant.😅 As far as I know, this graphics engine doesn't handle them very well because when it's turned off, there's no drop in fps.
 
If dynamic lighting is set to simple or all, then at certain points on the map where there are multiple light sources present at the same time, the fps drops. That's what I meant.😅 As far as I know, this graphics engine doesn't handle them very well because when it's turned off, there's no drop in fps.
I was discussing this with Tervel earlier, it's most likely unfixable as the game's renderer is most likely a (forward renderer?) and colliding lights like that are just costly and I'm not sure if there's a way around, they even run worse on X360/PS3, I am just surprised that they were allowed to map out the map like that and they didn't have any type of asserts/warnings in their mapping tools for colliding lights, it's not really a fault of the SR2's graphics engine per-se by the way this is how all forward renderers are I believe
 
I was discussing this with Tervel earlier, it's most likely unfixable as the game's renderer is most likely a (forward renderer?) and colliding lights like that are just costly and I'm not sure if there's a way around, they even run worse on X360/PS3, I am just surprised that they were allowed to map out the map like that and they didn't have any type of asserts/warnings in their mapping tools for colliding lights, it's not really a fault of the SR2's graphics engine per-se by the way this is how all forward renderers are I believe
Thanks for the comprehensive answer. Well, that's how it is and how it works.. . What's interesting is that it doesn't produce this on an emulator, but it does on PCs and consoles. Regardless, I hope you manage to fix all remaining bugs and improve the game's performance.
 
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