The Legend of Zelda: Skyward Sword: Difference between revisions

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'''''The Legend of Zelda: Skyward Sword''''' (ゼルダの伝説 スカイウォードソード, Zeruda no Densetsu: Sukaiwōdo Sōdo) is an action-adventure game for the [[Wii]] console and the sixteenth entry in the Legend of Zelda series. Nearly 5 years in development, the Skyward Sword departs from many of the traditional Zelda norms, featuring new controls, a new art style, and formula differences. Skyward Sword requires either the Wii Motion Plus add on or a Wii Remote Plus.
'''''The Legend of Zelda: Skyward Sword''''' (ゼルダの伝説 スカイウォードソード, Zeruda no Densetsu: Sukaiwōdo Sōdo) is an action-adventure game for the [[Wii]] console and the sixteenth entry in the Legend of Zelda series. Nearly 5 years in development, the Skyward Sword departs from many of the traditional Zelda norms, featuring new controls, a new art style, and formula differences. Skyward Sword requires either the Wii Motion Plus add on or a Wii Remote Plus.


Skyward Sword heavily integrates the use of the Wii Motion Plus; swordplay, for instance, is integrated with the controller to a point where the player has one-to-one motion control over Link's sword and the its attack directions. In contrast to earlier installments, battles do not focus solely on timing attacks, but also on their target, such as the direction in which enemies are hit. This also allows for the sword to be integrated into puzzles to a greater extent than in previous titles.
Skyward Sword heavily integrates the use of the Wii Motion Plus; swordplay, for instance, is integrated with the controller to a point where the player has one-to-one motion control over Link's sword and the its attack directions. In contrast to earlier installments, battles do not focus solely on timing attacks, but also on their target, such as the direction in which enemies are hit. This also allows for the sword to be integrated into puzzles to a greater extent than in previous titles.
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=== Shadow Flickering ===
=== Shadow Flickering ===
Shadows in the game can flicker when the internal resolution is set to "Auto" with the DX9 backend. Either use DX9 with a preset internal resolution (example: 3x Native), or use DX11.
Shadows in the game can flicker when the internal resolution is set to "Auto" with the DX9 backend. Either use DX9 with a preset internal resolution (example: 3x Native), or use DX11.
=== Banding ===
With Anisotropic Filtering (AF) at its default 1x, banding may be present in shading on characters and surroundings. Increasing AF to higher values (such as 16x) will correct the problem. It should not cause a performance hit, but may on weaker machines.
<div style="float:left;">[[File:ZeldaSS-Banding.jpg|thumb|200px|Banding present at 1x AF]]</div>
<div style="float:left;">[[File:ZeldaSS-BandingAF.jpg|thumb|200px|No Banding, 16x AF]]</div>
<div style="clear:both;"></div>


=== Pellets/Arrows Aim ===
=== Pellets/Arrows Aim ===
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=== Sword Missing ===
=== Sword Missing ===
Links sword may disappear. To insure the sword does not disappear, makes sure "Cache Display Lists" is disabled.
Links sword may disappear. To insure the sword does not disappear, makes sure "Cache Display Lists" is disabled.


== Configuration ==
== Configuration ==
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|gfxbackend = Direct3D 11 or OpenGL
|gfxbackend = Direct3D 11 or OpenGL
|gfxbackendnotes = DX9 has issues with shadows
|gfxbackendnotes = DX9 has issues with shadows
|anisotropic = 16x
|anisotropicnotes = Fixes Banding
|skipcpuefbaccess      = Off
|skipcpuefbaccess      = Off
|skipcpuefbaccessnotes  = Disrupts Aiming
|skipcpuefbaccessnotes  = Disrupts Aiming