Sonic Riders: Zero Gravity: Difference between revisions

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=== {{s}}Specular Highlights{{/s}} ===
=== {{s}}Specular Highlights{{/s}} ===
Specular highlights do not appear in D3D. They only appear correctly in the OpenGL backend. See {{issue|6169}}. Fixed by {{revision|4.0-5225}}.
Specular highlights do not appear in D3D. They only appear correctly in the OpenGL backend. See {{issue|6169}}. Fixed by {{revision|4.0-5225}}.
=== Purple afterglow ===
If Gravity Dive or Gravity Control is used, a purple afterglow remains visible until it either gets replaced by a new one or if the map or cutscene unloads.
{{Image|SRZG_afterglow.png|Looks kind of creepy|thumb|left}}


== Configuration ==
== Configuration ==

Revision as of 23:23, 10 September 2015

Sonic Riders: Zero Gravity
SonicRiders.jpg
Developer(s) Sonic Team, Now Production
Publisher(s) Sega
Series Sonic the Hedgehog
Platform(s) Wii
Release date(s) JP January 17, 2008
NA January 18, 2008
EU February 22, 2008
AUS March 6, 2008
Genre(s) Racing
Mode(s) Single-player, Multiplayer (4)
Input methods Wii Remote, GameCube Controller
Compatibility 4Stars4.pngEdit rating: Sonic Riders: Zero Gravity
Playable
GameIDs
See also...

Dolphin Forum thread
Open Issues
Search Google
Search Wikipedia


The fan-favorite Sonic Riders series returns in Sonic Riders: Zero Gravity with a whole new form of chaotic racing by manipulating gravity itself! These gravity-altering powers can transform walls into tracks, or create a "black hole" that sucks you through for the ultimate speed boost, and allows for an entirely new way to gain a leg up on your competitors. From illuminated highways in a bustling metropolis to the outer reaches of space, you will race at the speed of light on 16 dynamic courses. It is the fifth racing game in the Sonic the Hedgehog racing series, following Sonic Drift, Sonic Drift 2, Sonic R and its predecessor, Sonic Riders.

Problems

Controls

If a GameCube Controller is enabled for Port 1, it will override Wii Remote controls. This isn't an emulation error. The real hardware does this as well. To play with a Wii Remote, just disable the GameCube controller setting for Port 1. Refer issue 1870.

Template:SSpecular HighlightsTemplate:/s

Specular highlights do not appear in D3D. They only appear correctly in the OpenGL backend. See issue 6169. Fixed by 4.0-5225.

Purple afterglow

If Gravity Dive or Gravity Control is used, a purple afterglow remains visible until it either gets replaced by a new one or if the map or cutscene unloads.

Configuration

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

Version Compatibility

The graph below charts the compatibility with Sonic Riders: Zero Gravity since Dolphin's 2.0 release, listing revisions only where a compatibility change occurred.

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5.0-21264 (current)
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Δ
Δ
Δ
Δ
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 CPU GPU Result Tester
2.0 Windows XP x86 AMD Athlon II X3 425 @ 2.7GHz ATI Radeon HD 5770 60FPS@9x SSAA, 16x anisotropy filtering Nuck-TH
r7440 Windows XP x86 Intel Pentium E2140 @ 1.6GHz NVIDIA GeForce 8400 Playable: 35/45FPS Occasional slowdowns, Sound problems Lafa
3.5-367 Windows 7 x64 Intel Pentium P6200 @ 2.13GHz Intel HD Graphics Runs around 22FPS in game (and sound stutters too), but near 60 in menus. No graphical glitches. Sonickyle27
4.0-5875 Windows 8.1 Intel Celeron B820 @1.7GHz NVIDIA GeForce GT 620M Runs around 50-55FPS in game with frameskip set to 4 the game randomly freeze. Mii Maker
4.0-7147 Windows 10 x64 AMD FX-8350 @ 4GHz AMD Radeon R9 280x Played through the entire Hero campaign, average framerate of 55FPS. Works perfectly. Alpha284

Gameplay Videos