F-Zero GX: Difference between revisions

Jump to navigation Jump to search
1,200 bytes added ,  12 July 2020
→‎Gameplay Videos: remove videos not made in upstream Dolphin
(→‎Gameplay Videos: remove videos not made in upstream Dolphin)
(29 intermediate revisions by 8 users not shown)
Line 3: Line 3:
|developer = Sega, Amusement Vision
|developer = Sega, Amusement Vision
|publisher = Nintendo
|publisher = Nintendo
|series    = ''F-Zero''
|series    = F-Zero
|released  = {{vgrelease|JP=July 25, 2003|NA=August 25, 2003|EU=October 31, 2003}}  
|released  = {{vgrelease|JP=July 25, 2003|NA=August 25, 2003|EU=October 31, 2003}}  
|genre    = Racing
|genre    = Racing
Line 14: Line 14:


== Emulation Information ==
== Emulation Information ==
{{Problems/GC Widescreen 16-9}} When using the game's widescreen mode boulder shadows will render incorrectly. This is a game bug, and also occurs on consoles.
{{image|F-ZeroGX-widescreen-boulder-shadow.jpg|Broken shadows|br}}
=== Powersliding Glitch ===
=== Powersliding Glitch ===
When near the start/finish line while racing on a Lightning themed track, the powerslide effect is glitched out, stretching out like a laser beam toward the finish line. This is a glitch with the game and not Dolphin; this occurs even on a real GameCube. See {{issue|6042}}.
When near the start/finish line while racing on a Lightning themed track, the powerslide effect is glitched out, stretching out like a laser beam toward the finish line. This is a glitch with the game and not Dolphin; this occurs even on a real GameCube. See {{issue|6042}}.
Line 24: Line 27:
{{image|F-ZeroGXCustomCars.jpg|How custom cars display with a bad dump|br}}
{{image|F-ZeroGXCustomCars.jpg|How custom cars display with a bad dump|br}}
<!-- This problem is not Dolphin's fault, but people will think it is. So keeping it here even though it is user error. -->
<!-- This problem is not Dolphin's fault, but people will think it is. So keeping it here even though it is user error. -->
{{Problems/GC Widescreen Auto}}
== Problems ==
{{Problems|{{#vardefineecho:problems|
=== V-Sync Crashes ===
If V-Sync is enabled, F-Zero GX will inevitably crash at some point early in play, to the point where it's difficult to even complete a race. Make sure V-Sync is disabled to avoid this. Alternatively, for NVIDIA GPUs, Adaptive V-Sync can be enabled and not cause F-Zero GX to crash.
*Starting in {{revision|4.0-651}}, V-Sync is forced on in OpenGL and cannot be disabled. Fixed by {{revision|4.0-994}}.


=== Missing Boulder Shadows ===
=== Missing Boulder Shadows ===
In Chapter 2 of F-Zero GX, the boulders that roll across the track will have no shadows in Direct3D. It is very unlikely this can be fixed in D3D; F-Zero GX uses a feature known as "LogicOps" which malfunctions in D3D11. To see their shadows properly, use the OpenGL backend. See {{issue|7183}}.
In Chapter 2 of F-Zero GX, the boulders that roll across the track can have no shadows in Direct3D. These shadows use a feature known as "LogicOps" which D3D11 on Windows 7 does not support. To see the shadows properly, use the OpenGL or Vulkan backend, or use revisions newer than {{revision|5.0-5404}} for Windows 8/10. See {{issue|7183}}.
<!-- Shared problem with Star Fox Adventures. View other shared problems at [[Template talk:Problems]]. -->
{{image|F-ZeroGX-Boulders-Direct3D.png|Direct3D}}
{{image|F-ZeroGX-Boulders-Direct3D.png|Direct3D}}
{{image|F-ZeroGX-Boulders-OpenGL.png|OpenGL|br}}
{{image|F-ZeroGX-Boulders-OpenGL.png|OpenGL|br}}


== Problems ==
{{Problems|{{#vardefineecho:problems|
=== Master Difficulty End Credits ===
=== Master Difficulty End Credits ===
Credits sequence after Master difficulty completion isn't 100% accurate on default settings. The sepia tone images are supposed to appear to the right after the special character movie plays. The specifics have been untested but if the problem is similar to the [[Super Smash Bros. Brawl#Saving Screenshots|Super Smash Bros. Brawl snapshot feature problem]], a snapshot is generated either during a race or after crossing the finish line. Storing EFB Copies to RAM can be taxing, so the best solution would probably be to disable '''Storing EFB Copies to Texture Only''' before crossing the finish line on the third lap and then enabling '''Storing EFB Copies to Texture Only''' after the announcer announces the rank you earned. See {{issue|9065}}.
Credits sequence after Master difficulty completion isn't 100% accurate on default settings. The sepia tone images are supposed to appear to the right after the special character movie plays. The specifics have been untested but if the problem is similar to the [[Super Smash Bros. Brawl#Saving Screenshots|Super Smash Bros. Brawl snapshot feature problem]], a snapshot is generated either during a race or after crossing the finish line. Storing EFB Copies to RAM can be taxing, so the best solution would probably be to disable '''Storing EFB Copies to Texture Only''' before crossing the finish line on the third lap and then enabling '''Storing EFB Copies to Texture Only''' after the announcer announces the rank you earned. See {{issue|9065}}.
Line 43: Line 41:
{{image|F-ZeroGXEFBtoRAMCredits.png|Proper Credits|br}}
{{image|F-ZeroGXEFBtoRAMCredits.png|Proper Credits|br}}


=== Heat Effect/Blur ===
=== Cars Drop Off Starting Line ===
Sand Ocean's heat effect cuts speed on even the most powerful computers. The effect can be disabled by turning on "Skip EFB Access from CPU."
Certain combinations of cars and tracks may result in cars improperly falling off the starting line:
*King Meteor / Big Blue (Drift Highway)
*Rolling Turtle / Outer Space (Meteor Stream), Port Town (Cylinder Wave)
{{image|F-Zero-FallOff.png|Fell off starting line|br}}


=== Emblem Editor Issues ===
=== Emblem Editor Cursor Issues ===
When using the emblem editor, it will fail to correctly update on Medium and Fast Texture Cache Accuracy levels. To fix, use "Safe."
When using the emblem editor, the cursor's position will fail to correctly update on Medium and Fast Texture Cache Accuracy levels. To fix, use "Safe."
 
===<s> Heat Effect/Blur </s>===
Sand Ocean's heat effect cuts speed on even the most powerful computers. Using the Vulkan backend can improve performance, or the effect can be disabled entirely by turning on "Skip EFB Access from CPU" in configuration. Fixed in {{revision|5.0-9735}}.


=== <s>Dual Core Resets</s> ===
=== <s>Dual Core Resets</s> ===
Line 53: Line 57:


}}}}
}}}}
== Enhancements ==
=== <s>V-Sync Crashes</s> ===
If V-Sync is enabled, F-Zero GX will inevitably crash at some point early in play, to the point where it's difficult to even complete a race. Make sure V-Sync is disabled to avoid this. Alternatively, for NVIDIA GPUs, Adaptive V-Sync can be enabled and not cause F-Zero GX to crash. Seems to be fixed as of {{revision|5.0-5620}}.


== 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
|vsync = Off
|vsyncnotes = Causes inevitable crashes on dualcore
|efb2texonly = Off
|efb2texonly = Off
|efb2texonlynotes = Corrects Master end credits sequence inaccuracies
|efb2texonlynotes = Corrects Master end credits sequence inaccuracies
|accuratetexturecache = Safe
|accuratetexturecache = Position 1 (Safe)
|accuratetexturecachenotes = Working Emblem Editor
|accuratetexturecachenotes = Working Emblem Editor cursor
}}
}}


Line 74: Line 80:
{{VersionCompatibilityVersion|4.0-651|***|Crashes and forced OpenGL V-sync}}
{{VersionCompatibilityVersion|4.0-651|***|Crashes and forced OpenGL V-sync}}
{{VersionCompatibilityVersion|4.0-994|****|V-sync crashes but V-sync can be disabled}}
{{VersionCompatibilityVersion|4.0-994|****|V-sync crashes but V-sync can be disabled}}
{{VersionCompatibilityVersion|5.0-5260|****|V-sync fixed, needs Safe Texture Cache for emblem editor cursor}}
{{VersionCompatibilityClose}}
{{VersionCompatibilityClose}}


Line 108: Line 115:
INI: CPUThread=False; GFXBacken=OGL; EFBAccessEnable=FALSE; EFBToTextureEnable=FALSE; VSync=FALSE; SafeTextureCacheColorSamples=0.|tester=SierraKomodo}}
INI: CPUThread=False; GFXBacken=OGL; EFBAccessEnable=FALSE; EFBToTextureEnable=FALSE; VSync=FALSE; SafeTextureCacheColorSamples=0.|tester=SierraKomodo}}
{{testing/entry|revision=5.0-4178|OS=Windows 10|CPU=Intel Core i7-7700K @ 4.5GHz|GPU=NVIDIA GeForce GTX 1080|result=Vulkan backend outright crashes with no panic handler message after the save loading screen. OpenGL (and probably Direct3D 11 as well) runs at 60 FPS everywhere but Sand Ocean, which is unbelievably laggy without using Vulkan or Direct3D 12 backend. Unfortunately Direct3D 12 is removed in this version and Vulkan, as mentioned, does not work.|tester=Techjar}}
{{testing/entry|revision=5.0-4178|OS=Windows 10|CPU=Intel Core i7-7700K @ 4.5GHz|GPU=NVIDIA GeForce GTX 1080|result=Vulkan backend outright crashes with no panic handler message after the save loading screen. OpenGL (and probably Direct3D 11 as well) runs at 60 FPS everywhere but Sand Ocean, which is unbelievably laggy without using Vulkan or Direct3D 12 backend. Unfortunately Direct3D 12 is removed in this version and Vulkan, as mentioned, does not work.|tester=Techjar}}
{{testing/entry|revision=5.0-5620|OS=Windows 10|CPU=Intel Core i3-3220 @ 3.3GHz|GPU=NVIDIA GeForce GTX 1060|result=Needs Force 16:9 for widescreen. "Needs" Texture Cache Accuracy: Safe for the emblem editor's cursor, but it's not worth the performance hit and barely noticeable. V-Sync and Vulkan both work just fine, I played for a few hours with them without any issues. Vulkan is definitely the best performing in this game and runs Sand Ocean at full speed (compared to 50-60% in other backends). Besides trying out V-Sync and different video backends, all other settings were default.|tester=Xerxes}}
{{testing/end}}
{{testing/end}}


== Gameplay Videos ==
== Gameplay Videos ==
<!--A full list of options is available at Template:VideoGallery/doc-->
<!--A full list of options is available at Template:VideoGallery/doc-->
{{VideoGallery
{{VideoGallery
|vid1=57WlxazzAPQ|cap1=F-Zero GX Dolphin 5.0 vs Gamecube comparison - The Retro Byte
|vid1=57WlxazzAPQ|cap1=F-Zero GX Dolphin 5.0 vs Gamecube comparison - The Retro Byte
|vid2=O1B6iU-ziAI|cap2=F-Zero GX Quality Test Dolphin Emulator 1080p  
|vid2=O1B6iU-ziAI|cap2=F-Zero GX Quality Test Dolphin Emulator 1080p  
Line 121: Line 127:
|vid5=c5pS1_fbQZI|cap5=(Hidden AX mode in GC port) F - Zero AX
|vid5=c5pS1_fbQZI|cap5=(Hidden AX mode in GC port) F - Zero AX
|vid6=CEo1D2Y57_U|cap6=F-Zero GX 60FPS 1440p on Dolphin Emulator
|vid6=CEo1D2Y57_U|cap6=F-Zero GX 60FPS 1440p on Dolphin Emulator
|vid7=wDPHcD0s8Rs|cap7=fzero GX Sand Ocean Dolphin (Gamecube) 60fps
|vid7=OA0hDfMkstA|cap7=F-Zero GX - Circuit 1: Mute City Nintendo Gamecube 1080p (Dolphin emulator)
|vid8=CuoosfE6n24|cap8=F Zero GX dolphin HD texture pack
|vid8=CuoosfE6n24|cap8=F Zero GX dolphin HD texture pack
|vid9=QzED_sptmac|cap9=(Ishiiruka) F-Zero GX Sand Ocean Dolphin Gamecube 60fps HD
|vid9=TX5fDt5sZcw|cap9=F-Zero GX [PAL] [Gamecube] [Español] Dolphin 5.0 [1080p HD]
|vid10=IQ2UCc21HSo|cap10=F-Zero GX - Ishiiruka-Dolphin - DX12 - 5120x4224 - 60FPS
|vid10=46sdOv14yU8|cap10=F-Zero GX - Gameplay Nintendo Gamecube HD 1080p (Dolphin Emulator)
|vid11=46sdOv14yU8|cap11=F-Zero GX - Gameplay Nintendo Gamecube HD 1080p (Dolphin Emulator)
|vid11=GVD-JX3JRt4|cap11=Dolphin 5.0 - F-Zero GX - 4K Internal Test
|vid12=GVD-JX3JRt4|cap12=Dolphin 5.0 - F-Zero GX - 4K Internal Test
|vid12=_PkJ4sPFsXY|cap12=F-Zero GX - Dolphin 5.0 - Gameplay
|vid13=lPcECWFk1S0|cap13=F-Zero GX in VR on the new DolphinVR version 5
|vid13=MfFgjJ73tlw|cap13=F-Zero GX Gamecube 1080p/60fps on Dolphin - Aeropolis: Multiplex
|vid14=_PkJ4sPFsXY|cap14=F-Zero GX - Dolphin 5.0 - Gameplay
|vid14=nzRKRZ16bRk|cap14=(1440p60) F-Zero GX Gameplay - Dolphin 5.0
|vid15=MfFgjJ73tlw|cap15=F-Zero GX Gamecube 1080p/60fps on Dolphin - Aeropolis: Multiplex
|vid15=yYSn-dFWp4s|cap15=(SPECIAL 2017) F-Zero GX Gameplay at Dolphin 5.0
|vid16=nzRKRZ16bRk|cap16=(1440p60) F-Zero GX Gameplay - Dolphin 5.0
|vid16=AYxZrMMdAR4|cap16=F-Zero GX (GC) on Dolphin Wii/GC Emulator 720p HD
|vid17=yYSn-dFWp4s|cap17=(SPECIAL 2017) F-Zero GX Gameplay at Dolphin 5.0
|vid18=UbcFZvecWrA|cap18=F-Zero GX Dolphin Ishiiruka (Gamecube ) HD 60fps (Sega, 2003)
|vid19=AYxZrMMdAR4|cap19=F-Zero GX (GC) on Dolphin Wii/GC Emulator 720p HD
}}
}}


{{Navigation/F-Zero}}
{{Navigation/F-Zero}}


[[Category:GameCube games]]
[[Category:GameCube games]]
2,225

edits

Navigation menu