Uploaded October 2014 | Updated September 2026, 2 weeks ago
For a more detailed explanation of what's going on in the video, read this Sonic Retro post: forums.sonicretro.org/index.php?showtopic=25598&view=findpost&p=803605
The mods used in the video are:
- A modified version of the Unleashed Project, with restored textures and materials to their original versions (for the sake of comparing accuracy). Any re-textures will likely need to be re-done again in a much more accurate way to the originals.
- Zoney's Unleashed Model Mod along with several general object replacement mods (springs, etc.), using their original materials as well.
- Unleashed Shaders mod which includes all the converted Xbox 360 shaders so far. This has nothing to do with the "Unleashed FxPipeline Shaders" mod (commonly misunderstood as "Unleashed Shaders" mod), which all it does is modify the regular Generations shaders to be compatible with FxPipeline and does minimal changes to the game's overall shading style.
- Regular FxPipeline .exe generated by SonicGMI, hex-editted to increase the Shadowmap resolution.
Every single thing rendered by the game except for post-processing effects has been ported from the Xbox 360 version of Sonic Unleashed. This was done by developing a converter that takes Xbox 360 GPU Microcode Vertex/Pixel shaders and outputs a PC compatible one. There's quite a lot of issues that need to be worked out first with the converter and it's very inefficient performance wise, but the results so far are pretty cool to look at. It's pretty similar in theory to something like Xbox 360 GPU Emulation, but in a very specific way catered to everything that is compatible between both Unleashed and Generations. There's a lot of specific hacks that are done by the converter for stuff like fog/depth buffers/shadowmaps to work properly.
By going directly to the source of how stuff is rendered and porting it exactly from the game the stages are designed for, we put an end to most material inaccuracies. Porting post-processing effects on the other hand is a bit impossible due to needing to change how the rendering pipeline works in the first place. There may be a few general differences in color tone, but keep in mind the PS3 version of Unleashed is the one that has accurate color, while 360 has a bad Gamma curve. Capturing devices, even Nvidia's own Shadowplay which was used for this video, can also introduce color alterations.
Note: This is NOT a post-processing effect in the vein of SweetFX or an injector. It completely changes the way the game's materials are rendered pixel by pixel, and even adds support for new types of materials. It's just a regular Sonic Generations mod like any other.
I will probably upload a few more previews of other stages that had a pretty nice transformation overall, but keep in mind this is nowhere near done yet and is pretty much the first tests of the conversion.
Here's a nice Screenshot album of what I have so far: minus.com/miANoRITrcx95
For a more detailed explanation of what's going on in the video, read this Sonic Retro post: forums.sonicretro.org/index.php?showtopic=25598&view=findpost&p=803605
The mods used in the video are:
- A modified version of the Unleashed Project, with restored textures and materials to their original versions (for the sake of comparing accuracy). Any re-textures will likely need to be re-done again in a much more accurate way to the originals.
- Zoney's Unleashed Model Mod along with several general object replacement mods (springs, etc.), using their original materials as well.
- Unleashed Shaders mod which includes all the converted Xbox 360 shaders so far. This has nothing to do with the "Unleashed FxPipeline Shaders" mod (commonly misunderstood as "Unleashed Shaders" mod), which all it does is modify the regular Generations shaders to be compatible with FxPipeline and does minimal changes to the game's overall shading style.
- Regular FxPipeline .exe generated by SonicGMI, hex-editted to increase the Shadowmap resolution.
Every single thing rendered by the game except for post-processing effects has been ported from the Xbox 360 version of Sonic Unleashed. This was done by developing a converter that takes Xbox 360 GPU Microcode Vertex/Pixel shaders and outputs a PC compatible one. There's quite a lot of issues that need to be worked out first with the converter and it's very inefficient performance wise, but the results so far are pretty cool to look at. It's pretty similar in theory to something like Xbox 360 GPU Emulation, but in a very specific way catered to everything that is compatible between both Unleashed and Generations. There's a lot of specific hacks that are done by the converter for stuff like fog/depth buffers/shadowmaps to work properly.
By going directly to the source of how stuff is rendered and porting it exactly from the game the stages are designed for, we put an end to most material inaccuracies. Porting post-processing effects on the other hand is a bit impossible due to needing to change how the rendering pipeline works in the first place. There may be a few general differences in color tone, but keep in mind the PS3 version of Unleashed is the one that has accurate color, while 360 has a bad Gamma curve. Capturing devices, even Nvidia's own Shadowplay which was used for this video, can also introduce color alterations.
Note: This is NOT a post-processing effect in the vein of SweetFX or an injector. It completely changes the way the game's materials are rendered pixel by pixel, and even adds support for new types of materials. It's just a regular Sonic Generations mod like any other.
I will probably upload a few more previews of other stages that had a pretty nice transformation overall, but keep in mind this is nowhere near done yet and is pretty much the first tests of the conversion.
Here's a nice Screenshot album of what I have so far: minus.com/miANoRITrcx95




![Super Mario 64 Ray Tracing (sm64rt) - Technical Preview Trailer
sm64rt adds full path tracing support to the open-source Super Mario 64 port for PC. A GPU with ray tracing support is required to play this mod.
The mod has now entered a public technical preview phase. You can try it out for yourself, but keep in mind this is in a very early state and youll likely encounter plenty of visual and performance problems.
The makers of this modification are in no way affiliated with, or claim ownership of material created by Nintendo Co., Ltd. Please support the official release.
Check out the mod here: https://github.com/DarioSamo/sm64rt
Super Mario 64 - Staff Roll [Remix] by Qumu: https://www.youtube.com/watch?v=z1XxUCz-e9k
Follow me on Twitter for more updates: https://twitter.com/dariosamo Super Mario 64 Ray Tracing (sm64rt) - Technical Preview Trailer](https://i.ytimg.com/vi/pih_k_HsygU/mqdefault.jpg)


![Sonic Generations PC - Dragon Road Act 2 2:56.31 [S-Rank][No skills]
You can download this level here:
http://www.moddb.com/mods/sonic-generations-unleashed-project/downloads/sonic-unleashed-project-dragon-road-demo
Enable annotations as always for more explanations. The comments section isnt a Flood it with Questions I wont answer zone, if you like one of the questions thumbs it up, dont spam with it or I probably wont read it. Sonic Generations PC - Dragon Road Act 2 2:56.31 [S-Rank][No skills]](https://i.ytimg.com/vi/rkEHBabmz10/mqdefault.jpg)

![Classic Sonic in Sonic 4: Episode 2 [WIP]
I spent last week coding up some tools for editing XNO/ZNOs (as well as XNM/ZNMs) so this is a quick test I did today, given that most of the necessary animations were already in Generations. You already saw static meshes in Melpontros Surprise video, so heres a much more complicated test.
Im not releasing this mod yet due to there being a ton of bugs that Id like to fix first, but I wanted to make a video before I have to go into exam spree again.
Some of the stuff to solve/do:
- Hardcoded offsets into certain bones in certain animations (Thanks Dimps), which make some of the animations Im doing go insane. Examples are the idle animation, the coop stuff, etc. Whenever Sonic goes invisible/bugs out, is sometimes due to that.
- Coop gameplay elements broken due to replacing some animations that arent the exact same length. Some levels are currently unbeatable due to this, since you cant fly where necessary.
- Several custom animations need to be done for certain elements, since their positioning is quite different in most cases (I couldnt do the coop stuff for example without having to redo several animations)
- Lots of GUI elements thatd need replacing obviously.
- The skinning isnt quite perfect yet, as evidenced by the bugs in Sonics spine (more visible in the special stage).
- Classic Tails re-rigged into Modern Tails I guess? Classic Tails barely has any animations in Generations, so the best alternative is to skin him to Modern Tails skeleton. (Lights up the bat signal to JoeTE)
I would like to do this with Sonic 4 Episode 1 as well, but I just crashed on it. It needs some more research.
Music shamelessly stolen from Falks concept: http://www.youtube.com/watch?v=rDesOiEh3Fk Classic Sonic in Sonic 4: Episode 2 [WIP]](https://i.ytimg.com/vi/sCvIpNeneWU/mqdefault.jpg)
