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|Release date(s)||NA November 15, 2011|
AUS November 24, 2011
EU November 25, 2011
|Mode(s)||Single-player, Co-op (4)|
|Input methods||Wii Remote + Nunchuk, Classic Controller|
Rayman Origins is a platform game for the Nintendo Wii. The title features 2D gameplay similar to the first game in the Rayman series. Through nearly 60 different levels, the player must release small creatures called Electoons and collect Lums by defying many traps and enemies that lie ahead.
As of, the bgm repeats randomly sometimes. Fixed before .
Texture Filtering and Internal Resolution
Use of texture filtering enhancements (i.e. Anisotropic Filtering, or Force Texture Filtering) will cause problems with the display of the opening Ubisoft logo and other intro screens. A similar problem happens when internal resolution is set to Window Size.
This title does not need non-default settings to run properly.
The graph below charts the compatibility with Rayman Origins since Dolphin'srelease, listing revisions only where a compatibility change occurred.
This title has been tested on the environments listed below:
|Windows 7||AMD Phenom 2 X4 840 @ 3.2 GHz||ATI Radeon HD 3200||60FPS-55FPS with dx9||NIKE|
|Windows 7||Intel Core 2 Quad @ 3.33 GHz||NVIDIA GeForce 9600 GT||Perfect graphics, many sounds glitches||Sonic1993|
|Windows 7||AMD Phenom X4 965 @ 3.57 GHz||AMD Radeon HD 5670||Perfect 60FPS with dx11||Gueux|
|Windows 7||AMD Phenom II X4 925 @ 2.81 GHz||AMD Radeon HD 4870||Fully playable ~50FPS dx9 no crashes/glitches||necrosare|
|Windows 7||Intel Core i5-2500K @ 3.3 GHz||NVIDIA GeForce GTX 560 Ti||Fully playable ~60FPS dx9 no crashes/little sound glitches||Fabolous|
|Windows 7||Intel Core 2 Duo E5400 @ 2.7 GHz||ATI Radeon HD 5550||DX11, no graphic glitches 55-60 except one bonus stage went 40FPS. DX9 glitches video. Music repeats the same few seconds over and over after a while; still fully playable and beatable.||CaptainBeardful|
|Windows 7||Intel Core 2 Duo P8600 @ 2.4 GHz||ATI Radeon HD 4850||45-60FPS, sometimes sounds bugs, fully playable in 1920x1080 in multiplayer.||Val83|
|Windows 7||Intel Core Quad @ 2.6 GHz||NVIDIA GeForce GT 120||Runs pretty well without glitches... until you get the Attack ability. Garbled noise, bgm repeating, random graphical glitches, etc. Also, one of the few games that have a problem with Texture Filtering (gridlike distortion pattern and discolored FMV). Ran at 40-56FPS with Direct3D 11. Would have used Direct3D 9 if there was anything that would display when you did that.||Tom Nook|
|Windows 7||Intel Core 2 Quad @ 2.6 GHz||NVIDIA GeForce GT 120||Runs AMAZINGLY WELL. Literally runs almost flawless, with the exception of those extra challenges in the levels in Jibberish Jungle. LLE surprisingly works really well with this game without sound clicking, even without OpenAL with 30 latency (I'm currently using XAudio2). Still those texture filtering glitches, plus 2 minor graphical glitches. Both are in the Snoring Tree. First one is when you enter the room with the old guy(name), the backgrounds, old guy (name again), and bubbles with the characters sometimes don't appear at all, but just a blue color. Re-entering the room will fix the problem. Second, in the room with the extra character bubbles (blue Rayman, red Globox, etc) when you don't have any of those red tooth things, if you go over by the guy who gives the tours, there will be an unreachable Electoon that appears near the Gloman bubble. It will disappear when you walk away from the guy. I have no idea what causes these glitches. Also, there is one audio glitch. In the FMV, the audio cuts out and comes back on every 2 to 3 seconds. This can be seen in the Ubisoft logo animation when you start the game. Also, the ice overlay in World 3 renders the distortion graphics incorrectly, such as moving anything behind it too far down and doing that sprite stretching glitch on the top and left. This is most likely due to the ice moving the platform too far down and right. There is no known way to fix any of the bugs I mentioned here.||Tom Nook|
|Windows 7||Intel Core i7 @ 2.6 GHz||NVIDIA GeForce GT 650M||Stays around 60FPS with some small hiccups during gameplay while in fullscreen (1440x900), but solid and fluid when played at native resolution.||Ac|
|Windows 7||Intel Core i5-2430M @ 2.4 GHz||Intel HD Graphics 3000||Perfect 100%, 60FPS using lowest internal resolution, backend Direct3D, XFB enabled to virtual, V-sync disabled.||Talos|
|Windows 7||Intel Core 2 Quad @ 2.6 GHz||NVIDIA GeForce GT 120||Wow, I'm really impressed with this update. 60FPS constantly. And in the water levels in the water world/dream (i don't know), in, the deadly electric things glitched a bit and you couldn't really tell where they really were, and there was A CRAPTON of lag(20-30FPS). But at the mosquito level at the end of the water world/dream (i still don't know) when you get to the end of it, the grass is partly black. This can be seen in the screenshot below.||Tom Nook|
|Windows 7||Intel Celeron G1610 @ 2.6 GHz||Intel HD Graphics||This had been one of my most exhaustive tests, had to play enough to prove that none of the problems was present. And it did. Used default settings, D3D11. Ran mostly between 50-60 FPS and misteriously dropped to 35-45 FPS inside water. I do not recommend to try this game using force texture filtering and Antisotrophic enhancements and DON'T DARE TO use "Window Size" settings if you don't want to see ugly lines.||EblfIYH|