Beyond Good & Evil: Difference between revisions

Whoops, missed this fix.
(Elaborating on problems a bit. The second problem could be merged with first... but kind of huge and hard to merge.)
(Whoops, missed this fix.)
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== Problems ==
== Problems ==
=== 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. At this time there is no way to make the water reflections appear. See {{issue|6300}}.
*The water reflections does render in old versions of Dolphin, specifically in OpenGL before the GLSL rewrite in {{revision|3.5-1025}}. The pixel shader errors still occur, but because of how the old OpenGL rendered, it would ignore the errored shaders and render the effect anyway. However, versions that old are no longer supported, and you can expect errors to occur that are not in present versions of Dolphin. Use at your own risk.
{{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}}
=== 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.


=== Frame Rate ===
=== Frame Rate ===
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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.
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.
{{image|BeyondGood&Evil 16x9.jpg|Example of the black borders|br}}
{{image|BeyondGood&Evil 16x9.jpg|Example of the black borders|br}}
=== <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. At this time there is no way to make the water reflections appear. 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 2.jpg|Reflections as they appear on console|br|width=272}}
=== <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}}.


== Configuration ==
== Configuration ==
<!--A full list of options is available at Template:Config/doc-->
<!--A full list of options is available at Template:Config/doc-->
{{Config
{{Config
|gfxbackend = OpenGL
|gfxbackendnotes = D3D has severe slowdown on the ocean, hangs on Black Isle, and camera freezes
|panichandlers = Off
|panichandlersnotes = D3D required, OGL optional. Prevents error messages when entering the ocean.
}}
}}


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<!--Use this template for compatibility entries: {{VersionCompatibilityVersion|revision|****}}-->
<!--Use this template for compatibility entries: {{VersionCompatibilityVersion|revision|****}}-->
{{VersionCompatibilityVersion|5350|***}}
{{VersionCompatibilityVersion|5350|***}}
{{VersionCompatibilityVersion|4.0-1577|****|Broken water and errors fixed}}
{{VersionCompatibilityClose}}
{{VersionCompatibilityClose}}