![]() Encountered an issue in Chapter 6-2 after the Mimi fight, when the Void takes over and the screen flashes white after the laughing Sammer guy runs away, Dolphin freezes. Vulkan works very well, consistent 60 FPS. OpenGL is not tested.Ĭonfiguration: 1440p with Widescreen enabled, high res texture pack, and other enhancement settings. Vulkan and D3D11 both give a constant 60FPS, except that Mario's switching between 2D and 3D could cause a slowdown to 40~. Native Resolution.Ĭonfiguration: 720p, 2xSSAA, 2xAF and other optimal settings, game region JPN. Runs 60 FPS using D3D11 (Reaching up to 80 disabling frame limits), but OGL runs way slower, 45-55 FPS. Runs excellent, NEEDS bounding emulation and EFB to RAM. Sometimes, Pixls don't appear after going through doors, which when tried to switch to 3D, results in computer freeze. Runs perfectly but animations won't bound with BG images if aspect ratio is "stretch to window". OpenGL no issues.Ħ0FPS steady but doesn't make it through the intro (Tried OGL/DX11/DX12 with same result)ĭX12 runs at 60 FPS in 4k but suffers some minor drops when flipping.Suffers major drops in the elevators at the beginning, Playable, 60FPS, occasional drops, graphical glitches during transitions (even with EFB copies set to RAM), Tippi (and other Pixls, miniature Marios, etc) often invisibleĭirect3D unstable and graphical glitches occur. It can still be fixed by setting Bounding Box Calculation to off.Įxcellent, 60FPS 99.9% of the time. Playable,mostly 60FPS, however the crash from Chapter 6-1 is back as of rev1142 or earlier. 100% speed with slowdowns to 75% in large areas or with many enemies onscreen. The game will freeze sometimes when using one of the latest builds, i can't remember which one tho. Setting: Direct3D11, Resolution: Auto (Window Size), OpenMP Enabled and DSP HLE with XAudio2 Backend. 60FPS All the time even at 1080p 4.0 is the fastest build if you faced a slowdown use 3.5 also remember to set power plan to "High Performance" if needed. Perfect, full speed, use HLE audio to avoid slowdowns Playable, Directx11 back-end, great speed 90-100% nearly all the time, there are quite a couple graphical glitches do not affect gameplay for most part Using DirectX 11 back end, Recommended Configuration Playable, 45-60FPS, some slowdowns in 3D dimension (25-45FPS) Playable: 45-60FPS with DirectX 11 back-end, 2X AA and Recommended Configuration Playable, decent speed (90-100% most of the time) This title has been tested on the environments listed below: However, compatibility may extend to prior revisions or compatibility gaps may exist within ranges indicated as compatible due to limited testing. The graph below charts the compatibility with Super Paper Mario since Dolphin's 2.0 release, listing revisions only where a compatibility change occurred.Ĭompatibility can be assumed to align with the indicated revisions. This title does not need non-default settings to run properly. This post has links to a currently-up place to get them. There is a work-in-progress HD texture pack for Super Paper Mario on the Dolphin forums see this thread. This issue has been present since at least 4.0.Ī workaround is to disable the Panic Handlers in Dolphin's main Configuration menu, under the Interface tab, while playing Chapter 6-2. ![]() Resolved as of 5.0-14311.ĭolphin Freezes during Void takeover in Chapter 6-2ĭolphin may freeze completely when the Void takes over during Chapter 6-2, after the laughing Sammer Guy runs away. It is recommended that supported NVIDIA users use other video backends when playing games that require Bounding Box emulation to avoid that. This is due to Dolphin hitting a slow path on those graphics cards. They get dramatically slower as the internal resolution increase, even though comparable AMD graphics cards suffer no slowdown at all. ![]() NVIDIA cards are abnormally slow during Bounding Box effects even at very low internal resolutions when using D3D11. Problems Bounding Box Slowdown on NVIDIA Cards Converting the disc image back to a non-NKit disc image will fix the problem. This is a problem with NKit, not Dolphin. In this case, updating drivers or using a different video backend may be your only recourse.ĭisc images that have been converted to the NKit format will freeze when attempting to start a new game. Please note that other driver issues can often cause issues with Bounding Box emulation, which can produce similar bugs to having no Bounding Box support whatsoever. On Android, 5.0-9322 or newer is required for Bounding Box to function at all when using OpenGL ES due to an unrelated bug. ![]() Because Dolphin has gone through many variants of Bounding Box support throughout its history, it may be possible for older graphics cards to use less accurate versions of Bounding Box present in older builds. ![]()
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