Beyond Good & Evil

Beyond Good & Evil is an action-adventure game with elements of puzzle-solving and stealth-based games. Players control the protagonist, Jade, from a third-person perspective. Jade can run, move stealthily, jump over obstacles and pits, climb ladders, push or bash in doors and objects, and flatten herself against walls. As Jade, players investigate installations in search of the truth about a war with an alien threat.

Frame Rate
The game's framerate will not be a steady 60FPS 60 VPS, fluctuating throughout the game, usually sticking to 120FPS 60vps. However it does not interfere with gameplay most of the time. Virtual XFB fixes this problem, and it is set by default in the GameINI. The opening menu still has some issues, however.

Taking Pictures
With D3D, the game freezes for a few seconds after taking a picture. Use OpenGL to avoid this problem.

16:9 Black Borders
Beyond Good & Evil uses a 4:3 image ratio, but displays in 16:9 letterboxed format. On a native 16:9 screen this results in black bars around the entire screen, needlessly constraining the image. This is not a problem - just they way the game renders - so no solution is expected.

Offset Geometry
Revision caused level geometry to load shifted, creating large cracks in geometry and objects to be hidden behind walls. This occurs shortly after a save point. This was corrected in.

Pixel Shader Errors and No Ocean Reflections
Any time when out on the open ocean, such as when leaving the lighthouse, the game will hang and Dolphin shows "Failed to compile shader" errors. Uncheck "Use Panic Handlers" to get through it without interruption. However, once you reach the open ocean, there will be no reflections on the water's surface. See. Fixed by.

Slow with D3D on Ocean/Black Isle
With OpenGL, the Pixel Shader Errors in the problem above are created only 8-12 times, then Dolphin carries on as normal. On D3D, they spawn infinitely. The only way to load a scene with the ocean water effect is to disable "Use Panic Handlers". However, even though with panic handlers disabled D3D no longer stops emulation when a Pixel Shader Error occurs, the errors and the associated logs are still being generated - infinitely. In a matter of seconds, tens of thousands of error files will be created. Even on the most powerful systems, this massive load slows the game to a crawl. Eventually, on Black Isle, the combination of pixel shader errors and a demanding cutscene cause Dolphin to hang permanently. OpenGL does not suffer from this problem. Fixed by.