Soulcalibur II

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Soulcalibur II
Soulcalibur II
Developer(s) Namco Bandai Games, Nintendo Australia
Publisher(s) Namco Bandai Games
Series Soulcalibur
Release date(s) JP March 27, 2003
NA August 27, 2003
EU September 26, 2003
Genre(s) Fighting
Mode(s) Single-player, Multiplayer (2)
Input methods GameCube Controller
Compatibility 4PlayableEdit rating: Soulcalibur II
Playable
GameIDs GRSJAF, GRSEAF, GRSPAF
See also...

Dolphin Forum thread
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Soulcalibur II (ソウルキャリバーII, Sōrukyaribā Tsū) is a fighting game developed and published by Namco and the third installment in the Soul series. Soul Calibur is the name of the holy sword, created to battle the evil sword Soul Edge, which the games' story-lines revolve around.

Emulation Information[edit]

16:9

Soulcalibur II has a native 16:9 display option, but it requires enabling it in its internal options and setting Dolphin's Aspect Ratio graphics setting to "Auto". Using the widescreen hack with this title is not recommended.

Problems[edit]

Missing Fade Effects[edit]

Fade-in effects for the game's title screen, as well as fade-in, fade-out transitions between matches in arcade mode, are missing.

Configuration[edit]

This game doesn't need non-default settings to run properly. A full list of config options is available in the Config template's documentation.


Version Compatibility[edit]

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

5.0-469 (current)
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[edit]

This game has been tested on the environments listed below:

Test Entries
Revision OS Version CPU GPU Result Tester
2.0 Windows 7 Intel Core i5-750 ATI Radeon HD 5870 Youtube3D : Soul Calibur 2 3D.HD720p (dolphin + iz3d driver) BlackSharkfr
r7228 Kubuntu 11.10 AMD Phenom II X4 955 BE NVIDIA GeForce GT 440 Perfect
r7283 Windows 7 Intel Core i7 NVIDIA GeForce GTX 260 Perfect
r7486 Windows 7 Intel Core i5-760 @ 2.8GHz NVIDIA GeForce GTX 460 Perfect constant 60FPS in HD momosnake7
r7625 Windows 7 Intel Core i3-530 AMD Radeon HD 6850 Major problems in r7625 and up (to at least r7671). Worked perfectly in r7623. Yoshimitsu
r7687 Windows Vista Intel Mobile Core 2 Duo T @ 2.26GHz NVIDIA GeForce 9400M Runs constantly with 60FPS but has texture glitches in menu and in game particles Samake03
r7719 Windows 7 Intel Core 2 Duo E7400 @ 3GHz NVIDIA GeForce 8800 GT Many graphical issues with DX9 and DX11. OpenGL recommended Sanitarium026
3.0-201 Windows 7 Intel Core i5-2500K @ 3.7GHz NVIDIA GeForce GTX 560 Ti Perfectly ~50FPS with 3D9, 4X native, Anti-Aliasing 4X SSAA, anisotropic 16X , Use JIT-IL (experimental), EFB : Texture, and Force 16/9 without Widescreen Hack, set 16/9 in the game options Sanitarium026
3.0-735 Windows 7 Intel Core i7-2670QM @ 2.20GHz NVIDIA GeForce GTX 560M Perfect. NTSC-U is running great thus far with 9x SSAA, 1x Anisotropic and Per-Pixel lighting while fullscreen at 1920x1080 Resolution on JIT-IL (Experimental), EFB to RAM with Cache enabled. Only occasional slowdowns when stuff on screen gets too busy. Phazon Lord
3.0-873 Windows 7 Intel Core i7 @ 2.8GHz AMD Radeon HD 6900 Game does not run. Fiddled with settings with no results. CaptainOblivious
3.5-290 Windows 7 Intel Core i3-2350 @ 2.3GHz NVIDIA GeForce 410M Game does not run with JIT recompiler (in mode 50Hz only) otherwise no problem with OpenGL anyway. Dratal
3.5-367 Windows 7 Intel Core i5-3210m NVIDIA GeForce GT 620m Runs perfect at a constant 60FPS with 4x AA and 1.5x resolution. OpenGL seems to work best.
4.0.2 Windows 7 AMD Phenom II X4 975 BE @ 4.12GHz AMD R9 290 Tested with D3D11, DSP LLE, Skip idle, Virtual EFB, OpenMP texture decoder, EFB to texture, fullscreen running at 1680x1050, increased internal resolution to 2.5x native (1600x1320), scaled EFB copies, all other hacks/options disabled. Runs fine, no visible glitches, sounds is crystal, however, experiences slowdowns and regularly drops downwards of ~41FPS depending on how much is going on on-screen. NTSC version tested. Using progressive scan grinds the game down to approximately 30FPS (heavily slowed-down). incassum
4.0.2 Windows 7 AMD Phenom II X4 965 BE @ 3.6GHz AMD Radeon HD 5870 Tested with D3D11, DSP LLE, Skip idle, Virtual EFB, OpenMP texture decoder, EFB to texture, fullscreen running at 1920x1080, increased internal resolution to 3x native (1920x1584), scaled EFB copies, hide mouse cursor, all other hacks/options disabled. Runs fine, no visible glitches, sounds is crystal, however, experiences slowdowns and regularly drops downwards of ~41FPS depending on how much is going on on-screen. NTSC version tested. Using progressive scan grinds the game down to approximately 30FPS (heavily slowed-down) incassum
4.0-4492 Ubuntu 14.04 Intel Core i3-3220 @ 3.3GHz NVIDIA GeForce GTX 650 Perfect with default settings. Graphics and cutscenes/replays all look great and in-game after one or two matches of minor stutter it stabilizes out to a smooth 100% consistently. Widescreen Hack also works well for this game though it may cause stage lighting issues. I was able to complete all of Weapon Master mode across multiple revisions without any problems. Xerxes
4.0-8863 Arch Linux Intel Core i7-4712MQ @ 3.2GHz NVIDIA GeForce GTX 860M Smooth Game @ 60FPS. 2.5x IR HowardTheDolphin
4.0-8992 Windows 10 Intel Core i5-4690K @ 4.1GHz NVIDIA Geforce GTX 660 Ti Perfect at constant 60FPS. Direct X11, DSP LLE, Resolution x3, 4x MSAA, Anisotropic 16x, Scaled EFB Copy, Force texture filtering, Per-pixel lighting, Skip EFB Acess from CPU, Ignore Format Changes, Store EFB copies to texture only, Texture cache accuracy=Fast, Disable External Frame Buffer(XFB) and Disable Bounding Box. Caso Aislado

Gameplay Videos[edit]