Beyond Good & Evil: Difference between revisions

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{{image|BeyondGood&Evil 16x9.jpg|Example of the black borders|br}}
{{image|BeyondGood&Evil 16x9.jpg|Example of the black borders|br}}


=== <s>Offset Geometry</s> ===
=== {{s}}Offset Geometry{{/s}} ===
Revision {{revision|4.0-2722}} 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 {{revision|4.0-4559}}.
Revision {{revision|4.0-2722}} 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 {{revision|4.0-4559}}.


=== <s>Pixel Shader Errors and No Ocean Reflections</s> ===
=== {{s}}Pixel Shader Errors and No Ocean Reflections{{/s}} ===
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 {{issue|6300}}. Fixed by {{revision|4.0-1577}}.
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 {{issue|6300}}. Fixed by {{revision|4.0-1577}}.
{{image|Beyond Good & Evil Ocean Reflections 1.jpg|The ocean without reflections}}
{{image|Beyond Good & Evil Ocean Reflections 1.jpg|The ocean without reflections}}
{{image|Beyond Good & Evil Ocean Reflections 2.jpg|Reflections as they appear on console|br|width=272}}
{{image|Beyond Good & Evil Ocean Reflections 2.jpg|Reflections as they appear on console|br|width=272}}


=== <s>Slow with D3D on Ocean/Black Isle</s> ===
=== {{s}}Slow with D3D on Ocean/Black Isle{{/s}} ===
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 {{revision|4.0-1577}}.
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 {{revision|4.0-1577}}.