Would it be possible to back port the “fuzz” shader and the higher quality models with the 3D stitching from the PS4 version back to the PS3 version on RPCS3?
You can port back the higher quality models, but they will use much more thermo than they do on PS4, you can't adjust the game's amount of memory either, which means you cant put all the high quality models in one level like you could on PS4, since it'll start having loading issues. As for the fuzz, it's unfortunately not possible since it relies on a geometry shader, which can't be done with the shading language they use on PS3 (afaik).
@ Huh interesting , so the only thing you would be able to port form the PS4 version without killing the game’s performance was the DS4 controller model for the pod? With that said I assume that “wetness” effect that was added via a patch to the PS4 version wouldn’t be possible either for similar reasons? Also I wonder what other differences graphically/performance-wise the PS4 version had over the PS3. One thing I do know is that the story levels on PS4 had stronger lighting/VFX that were disabled on PS3 using the exclusive “Platform Sensor” logic piece.
@@ToonyTails LBP3 on PS3 has a reputation for running... badly, so they disables the graphics effects on story mode for performance. With that said the PS3 version can, in theory, play the PS4 levels.
hologram sackboy looks so cool, one of the best ideas that isn’t already in the game
Actually really cool, I didn't even know this was possible until now! Does it work on real hardware?
it does work on real hardware yes
Imagine if this was used for a Remaster of one of the LBP Games
Dam this is good, nice job
Dank you
Would it be possible to back port the “fuzz” shader and the higher quality models with the 3D stitching from the PS4 version back to the PS3 version on RPCS3?
You can port back the higher quality models, but they will use much more thermo than they do on PS4, you can't adjust the game's amount of memory either, which means you cant put all the high quality models in one level like you could on PS4, since it'll start having loading issues. As for the fuzz, it's unfortunately not possible since it relies on a geometry shader, which can't be done with the shading language they use on PS3 (afaik).
@ Huh interesting , so the only thing you would be able to port form the PS4 version without killing the game’s performance was the DS4 controller model for the pod? With that said I assume that “wetness” effect that was added via a patch to the PS4 version wouldn’t be possible either for similar reasons? Also I wonder what other differences graphically/performance-wise the PS4 version had over the PS3. One thing I do know is that the story levels on PS4 had stronger lighting/VFX that were disabled on PS3 using the exclusive “Platform Sensor” logic piece.
@@lbphaxmods so the thermo is just a RAM usage meter? Or does it take other stuff into account
@@Wheagg Other stuff like performance too, but RAM was the biggest concern.
@@ToonyTails LBP3 on PS3 has a reputation for running... badly, so they disables the graphics effects on story mode for performance.
With that said the PS3 version can, in theory, play the PS4 levels.
AND THE GOAT POSTS AGAIN 🔥🔥🔥🔥🔥
3:04 Wait, was it always possible to rotate the camera up and down?
@drgabi18 yes using L2 and R2
@@lbphaxmods Genuinely how have I missed the text at the bottom for 13 years, it would have been so easy making hats if I just read
Epik
Request: Lbp3 dlc collection
Giggity
Can you make shaders that make the game look better lighting wise
@Babyboy12342-v It's possible to make shaders for color grading and tone mapping but not one that changes the game in any major way.
Although you could have a baked HDR lighting shader for a existing or custom background, I've done it before.
@@lbphaxmods 👍
He got every dlc in lbp