Paper Mario: The Thousand-Year Door: Difference between revisions

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== Emulation Information ==
== Emulation Information ==
=== When Using Older Graphics Cards ===
=== When Using Older Graphics Cards ===
This game uses a feature known as "Bounding Box", which Dolphin typically uses Shader Storage Buffer Objects (SSBO) to emulate. This requires a NVIDIA GeForce 400 series or newer, a AMD/ATI Radeon HD 5000 series or newer, or a Intel Broadwell Integrated GPU (Intel HD 5300+) or newer and an operating system that supports OpenGL 4.3, D3D11, GLES 3.1, or Vulkan. On macOS, MoltenVK can be used to attain Vulkan support on the latest builds. If Bounding Box is not emulated correctly, the game will show severe graphical glitches and won't be playable to finish.
This game uses a feature known as "Bounding Box", which Dolphin typically uses Shader Storage Buffer Objects (SSBO) to emulate. This requires a NVIDIA GeForce 400 series or newer, a AMD/ATI Radeon HD 5000 series or newer, or a Intel Broadwell Integrated GPU (Intel HD 5300+) or newer and an operating system that supports OpenGL 4.3, D3D11, GLES 3.1, or Vulkan. On macOS, MoltenVK can be used to attain Vulkan support on the latest builds. If Bounding Box is not emulated correctly, the game will show severe graphical glitches and won't be playable to finish.


{{Image|TTYD-DisabledBB.png|Broken Bounding Box}}
{{Image|TTYD-DisabledBB.png|Broken Bounding Box}}
{{Image|TTYD-EnabledBB.png|Working Bounding Box|br}}
{{Image|TTYD-EnabledBB.png|Working Bounding Box|br}}


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. On Android, {{revision|5.0-9322}} or newer is required for Bounding Box to function at all due to an unrelated bug. 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. In this case, updating drivers or using a different video backend may be your only recourse.
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. On Android, {{revision|5.0-9322}} or newer is required for Bounding Box to function at all due to an unrelated bug. 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. In this case, updating drivers or using a different video backend may be your only recourse.


=== Riverside Station Sunset Effect ===
=== Riverside Station Sunset Effect ===
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=== <s>Bounding Box Slowdown on NVIDIA Cards</s> ===
=== <s>Bounding Box Slowdown on NVIDIA Cards</s> ===
NVIDIA cards are abnormally slow during Bounding Box effects even at very low internal resolutions when using D3D11. They get dramatically slower as the internal resolution increase, even though comparable AMD graphics cards suffer no slowdown at all. This is due to Dolphin hitting a slow path on those graphics cards. It is recommended that supported NVIDIA users use other video backends when playing games that require Bounding Box emulation to avoid that. Resolved as of {{revision|5.0-14311}}.
NVIDIA cards are abnormally slow during Bounding Box effects even at very low internal resolutions when using D3D11. They get dramatically slower as the internal resolution increase, even though comparable AMD graphics cards suffer no slowdown at all. This is due to Dolphin hitting a slow path on those graphics cards. It is recommended that supported NVIDIA users use other video backends when playing games that require Bounding Box emulation to avoid that. Resolved as of {{revision|5.0-14311}}.


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{{testing/entry|revision=3.5-397|OS=Windows 7|CPU=Intel Core i7-3820QM @ 2.7 GHz|GPU=AMD FirePro M2000|result=Playable, constant 60FPS with Direct3D9 at 1600x900 resolution.|tester=Shirsakbc}}
{{testing/entry|revision=3.5-397|OS=Windows 7|CPU=Intel Core i7-3820QM @ 2.7 GHz|GPU=AMD FirePro M2000|result=Playable, constant 60FPS with Direct3D9 at 1600x900 resolution.|tester=Shirsakbc}}
{{testing/entry|revision=3.5-402|OS=Windows 7|CPU=Intel Core i7-3770 @ 3.4 GHz|GPU=NVIDIA GeForce GTX 680|result=Fully Playable without any graphical or Sound issues on 1080p! Played with Widescreen Hack on Direct3D 9 Plugin and DSP LLE Recompiler with DSound.|tester=StarDave}}
{{testing/entry|revision=3.5-402|OS=Windows 7|CPU=Intel Core i7-3770 @ 3.4 GHz|GPU=NVIDIA GeForce GTX 680|result=Fully Playable without any graphical or Sound issues on 1080p! Played with Widescreen Hack on Direct3D 9 Plugin and DSP LLE Recompiler with DSound.|tester=StarDave}}
{{testing/entry|revision=3.5-1159|OS=Windows 7|CPU=Intel Pentium G860 @ 3 GHz|GPU=AMD Radeon HD 7770|result=Playable at mostly full speed at 1.5x native, D3D9; and using the new DSP HLE emulation. Minor visual glitch with reflective water. No apparent audio problems that existed with HLE in older builds.|tester=}}
{{testing/entry|revision=3.5-1159|OS=Windows 7|CPU=Intel Pentium G860 @ 3 GHz|GPU=AMD Radeon HD 7770|result=Playable at mostly full speed at 1.5x native, D3D9; and using the new DSP HLE emulation. Minor visual glitch with reflective water. No apparent audio problems that existed with HLE in older builds.|tester=}}
{{testing/entry|revision=3.5-1558|OS=Windows 7|CPU=Intel Core 2 Quad Q9550 @ 3.4 GHz|GPU=NVIDIA GeForce GTX 660 Ti|result=Playable: 60FPS with OpenGL (1920x1080, 9x SSAA); 60FPS with DirectX 9. Enabling Vsync on D3D9 seems to cut the framerate down to 35-40FPS, and DirectX 11 exhibits the same behavior regardless of Vsync setting (driver bug). HLE audio gets distorted after playing for around two hours and CPU is too slow for LLE. |tester=}}
{{testing/entry|revision=3.5-1558|OS=Windows 7|CPU=Intel Core 2 Quad Q9550 @ 3.4 GHz|GPU=NVIDIA GeForce GTX 660 Ti|result=Playable: 60FPS with OpenGL (1920x1080, 9x SSAA); 60FPS with DirectX 9. Enabling Vsync on D3D9 seems to cut the framerate down to 35-40FPS, and DirectX 11 exhibits the same behavior regardless of Vsync setting (driver bug). HLE audio gets distorted after playing for around two hours and CPU is too slow for LLE. |tester=}}
{{testing/entry|revision=3.5-1558|OS=Mac OS X 10.8.4|CPU=Intel Core 2 Quad Q9550 @ 3.4 GHz|GPU=NVIDIA GeForce GTX 660 Ti|result=Playable: 50-60FPS (1920x1080). HLE audio stutters since it's not constantly full speed.|tester=}}
{{testing/entry|revision=3.5-1558|OS=Mac OS X 10.8.4|CPU=Intel Core 2 Quad Q9550 @ 3.4 GHz|GPU=NVIDIA GeForce GTX 660 Ti|result=Playable: 50-60FPS (1920x1080). HLE audio stutters since it's not constantly full speed.|tester=}}