Super Mario Sunshine: Difference between revisions

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=== Slowdown on Map Transition ===
=== Slowdown on Map Transition ===
Opening the map causes the game to slow massively until the transition effect is complete. There are no lingering effects after the map is open or closed, just the transition. Switching to OpenGL or Vulkan backend removes the slowdown.
Opening the map causes the game to slow massively until the transition effect is complete. There are no lingering effects after the map is open or closed, just the transition. Switching to OpenGL or Vulkan backend should considerably improve the slowdown.


=== <s>Debug Cubes</s> ===
=== <s>Debug Cubes</s> ===
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*Texture Filtering set to '''Anisotropic''' or Anti-Aliasing set to '''SSAA''' makes the graffiti disappear.
*Texture Filtering set to '''Anisotropic''' or Anti-Aliasing set to '''SSAA''' makes the graffiti disappear.
*Requires Texture Cache Accuracy to be set to safe to prevent missing graffiti textures.
*Requires Texture Cache Accuracy to be set to safe to prevent missing graffiti textures.
*Graffiti edges may appear blocky if '''Scaled EFB Copy''' is enabled, but this causes the heatwave effect to appear pixelated when running at a higher internal resolution than native resolution. You can use an optional Gecko code to remove the heatwave effect: 0419f83c 4e800020.
*Graffiti edges may appear blocky if '''Scaled EFB Copy''' is enabled, but disabling it causes the heatwave effect to appear pixelated when running at a higher internal resolution than native resolution. You can use an optional Gecko code to remove the heatwave effect: 0419f83c 4e800020.
{{image|SMS_No_Sludge_2.png|Graffiti disappeared by enhancement options}}
{{image|SMS_No_Sludge_2.png|Graffiti disappeared by enhancement options}}
{{image|SMS Sludge D3D.png|Some of the graffiti is fixed, but some can't be seen with this graphic configuration in use for Direct3D.}}
{{image|SMS Sludge D3D.png|Some of the graffiti is fixed, but some can't be seen with this graphic configuration in use for Direct3D.}}
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{{testing/entry|revision=5.0-1127|OS=Windows 10|CPU=Intel Core i7-3930K @ 3.8 GHz|GPU=NVIDIA GeForce GTX 780|result=Runs at perfect 60FPS most of the time, with random slight stutters and drops to 50FPS when goop is in the area. Game likes to crash randomly with the 60FPS hack, but enabling Synchronize GPU Thread seems to fix that.|tester=Techjar}}
{{testing/entry|revision=5.0-1127|OS=Windows 10|CPU=Intel Core i7-3930K @ 3.8 GHz|GPU=NVIDIA GeForce GTX 780|result=Runs at perfect 60FPS most of the time, with random slight stutters and drops to 50FPS when goop is in the area. Game likes to crash randomly with the 60FPS hack, but enabling Synchronize GPU Thread seems to fix that.|tester=Techjar}}
{{testing/entry|revision=5.0-1331|OS=Windows 10|CPU=Intel Xeon X5650 @ 2.67 GHz|GPU=NVIDIA GeForce GTX 980 Ti|result=Using recommended settings with 16:9 Gecko code and DirectX 12. Works very well except for some audio stuttering during cutscenes. The only issue I had was with the "Scrubbing Sirena Beach" level: The game apparently didn't detect I had cleared all the goo. Switching to OpenGL rendering fixed the issue.|tester=VinDuv}}
{{testing/entry|revision=5.0-1331|OS=Windows 10|CPU=Intel Xeon X5650 @ 2.67 GHz|GPU=NVIDIA GeForce GTX 980 Ti|result=Using recommended settings with 16:9 Gecko code and DirectX 12. Works very well except for some audio stuttering during cutscenes. The only issue I had was with the "Scrubbing Sirena Beach" level: The game apparently didn't detect I had cleared all the goo. Switching to OpenGL rendering fixed the issue.|tester=VinDuv}}
{{testing/entry|revision=5.0-1424|OS=Windows 10|CPU=AMD Phenom II x6 1090T @ 3.2 GHz|GPU=AMD R9 280|result=Running at 3x internal resolution,
{{testing/entry|revision=5.0-1424|OS=Windows 10|CPU=AMD Phenom II X6 1090T @ 3.2 GHz|GPU=AMD R9 280|result=Running at 3x internal resolution,
2xMSAA and DX11. Only issue is stuttering when opening and closing the map; otherwise perfect.|tester=Sam3}}
2xMSAA and DX11. Only issue is stuttering when opening and closing the map; otherwise perfect.|tester=Sam3}}
{{testing/entry|revision=5.0-1533|OS=Windows 10|CPU=Intel Core i7-6700K @ 4 GHz|GPU=NVIDIA GeForce GTX 1080|result=1440p with 4x Internal Resolution, 8x MSAA, 1x AF, 60 FPS and Widescreen Gecko codes. Usually runs at 60 FPS using OpenGL with occasional small (lowest - 55 FPS) drops around goo and pretty significant stuttering when entering/exiting the map screen (lowest - 40 FPS). Direct3D 12 runs at the 50 FPS range unless the heat wave effect is disabled, and even then it has pretty significant drops when around goo. However, the map screen doesn't make the game stutter as much.|tester=Shmilly}}
{{testing/entry|revision=5.0-1533|OS=Windows 10|CPU=Intel Core i7-6700K @ 4 GHz|GPU=NVIDIA GeForce GTX 1080|result=1440p with 4x Internal Resolution, 8x MSAA, 1x AF, 60 FPS and Widescreen Gecko codes. Usually runs at 60 FPS using OpenGL with occasional small (lowest - 55 FPS) drops around goo and pretty significant stuttering when entering/exiting the map screen (lowest - 40 FPS). Direct3D 12 runs at the 50 FPS range unless the heat wave effect is disabled, and even then it has pretty significant drops when around goo. However, the map screen doesn't make the game stutter as much.|tester=Shmilly}}