City Racer

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City Racer
CityRacer.jpg
Developer(s) Ubisoft
Publisher(s) Ubisoft
Platform(s) GameCube
Release date(s) NA April 29, 2003
Genre(s) Racing
Mode(s) Single-player, Multiplayer (2)
Input methods GameCube Controller
Compatibility 4Stars4.pngEdit rating: City Racer
Playable
GameIDs GRQE41
See also...

Dolphin Forum thread
Open Issues

Search Google
Wikipedia page

In City Racer ignite the engine and power up your Dodge Viper. Strap into real cars like the Dodge Viper as you blaze your way through the competition on the most famous city streets in the world. It's going to take more than mere speed to beat the competition, its going to take skill. Powerslide, Drift, and sideswipe the competition as you drive with style on your way to the winner's circle.

Problems

There are no reported problems with this title.

Enhancements

Widescreen Patch

NTSC-U

0A8C5260 08000000
04003F00 3C808000
04003F04 C0643F14
04003F08 EC7E00F2
04003F0C D07F00F4
04003F10 4801E780
04003F14 3FAAAAAB

Configuration

No configuration changes are known to affect compatibility for this title.

Version Compatibility

The graph below charts the compatibility with City Racer since Dolphin's 2.0 release, listing revisions only where a compatibility change occurred.

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5.0-9208 (current)
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Δ
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2.0 (r5384)
Compatibility can be assumed to align with the indicated revisions. However, compatibility may extend to prior revisions or compatibility gaps may exist within ranges indicated as compatible due to limited testing. Please update as appropriate.

Testing

This title has been tested on the environments listed below:

Test Entries
Revision OS Version CPU GPU Result Tester
5.0-1103 Windows 10 Intel Xeon E5 V3 @ 2.3GHz NVIDIA GeForce GTX 780 Loading screen after intro video took a longer than expected time (~3-5 minutes). Eventually, it loaded the main menu, which was slow but responsive (10-15 FPS). Getting into a quick game was possible; the game itself ran fine at solid 60 FPS with no perceived graphical problems. The car, however, experienced some deadzone issues (might be on my end). This was through the OpenGL plugin with 4x IR, 2x MSAA, and 4x Anisotropic filtering. saintschultz

Gameplay Videos