Sonic Colors: Difference between revisions

212 bytes removed ,  13 November 2015
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== Problems ==
== Problems ==
=== Odd Spring Textures ===
In OpenGL, springs appear with weird textures, even when turning on Safe Texture cache (though, when turned on, it TEMPORARILY solves the texture problem).


=== OpenGL Startup Screen Hang ===
=== Dualcore Sensitivity ===
In OpenGL, the game may hang after the SEGA logo if you have EFB Copies enabled at game startup.  Disabling EFB copies resolves the issue.  However, EFB copies need to be enabled for proper emulation.  To fix this, use D3D. If using OpenGL, you can disable EFB copies when starting, and re-enable after the main menu appears.


=== FIFO Overflow Hang ===
This is a dualcore sensitive game.  If your computer is fast enough and you never lag, then this won't cause you any issues.  If you have a slower computer, the CPU and GPU threads can desync and when they do, the game enters a state that it can crash.  With a strong enough computer, you can also use single core to completely negate any chance of this happening.  SyncGPU and Deterministic Dualcore also work with this title and prevent the crashes. Whether they are faster or slower than single core depends on the computer. Enabling Store EFB Copies to Texture lessens the chance of a CPU/GPU desync.
This may occur at the end of Asteroid Coaster Act 1 and possibly in other areas. To fix this, turn off Dual Core for the problematic area. As turning off Dual Core tends to slow down emulation considerably, save states are recommended.


=== Low Performance Crash ===
=== Odd Spring Textures ===
If running the game with low performance computer with low FPS and slow emulation speed, the game may crash after Sega title cutscene. You can use "accurate v-beam emulation" to help with this.
In OpenGL, springs appear with weird textures, even when turning on Safe Texture cache (though, when turned on, it TEMPORARILY solves the texture problem).


=== Glow Effects ===
=== Glow Effects ===
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