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m (→Frame Rate: Keeping FPS capitalization consistent) |
(Elaborating on problems a bit. The second problem could be merged with first... but kind of huge and hard to merge.) |
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=== Pixel Shader Errors and No Ocean Reflections === | === Pixel Shader Errors and No Ocean Reflections === | ||
Any time when out on the open ocean, such as when leaving the lighthouse, the game will hang and Dolphin shows "Failed to compile shader" errors. Uncheck "Use Panic Handlers" to get through it without interruption. However, once you reach the open ocean, there will be no reflections on the water's surface. At this time there is no way to make the water reflections appear. See {{issue|6300}}. | Any time when out on the open ocean, such as when leaving the lighthouse, the game will hang and Dolphin shows "Failed to compile shader" errors. Uncheck "Use Panic Handlers" to get through it without interruption. However, once you reach the open ocean, there will be no reflections on the water's surface. At this time there is no way to make the water reflections appear. See {{issue|6300}}. | ||
*The water reflections does render in old versions of Dolphin, specifically in OpenGL before the GLSL rewrite in {{revision|3.5-1025}}. The pixel shader errors still occur, but because of how the old OpenGL rendered, it would ignore the errored shaders and render the effect anyway. However, versions that old are no longer supported, and you can expect errors to occur that are not in present versions of Dolphin. Use at your own risk. | |||
{{image|Beyond Good & Evil Ocean Reflections 1.jpg|The ocean without reflections}} | {{image|Beyond Good & Evil Ocean Reflections 1.jpg|The ocean without reflections}} | ||
{{image|Beyond Good & Evil Ocean Reflections 2.jpg|Reflections as they appear on console|br|width=272}} | {{image|Beyond Good & Evil Ocean Reflections 2.jpg|Reflections as they appear on console|br|width=272}} | ||
=== Slow with D3D on Ocean/Black Isle === | === Slow with D3D on Ocean/Black Isle === | ||
On | With OpenGL, the Pixel Shader Errors in the problem above are created only 8-12 times, then Dolphin carries on as normal. On D3D, they spawn ''infinitely''. The only way to load a scene with the ocean water effect is to disable "Use Panic Handlers". However, even though with panic handlers disabled D3D no longer stops emulation when a Pixel Shader Error occurs, the errors and the associated logs are still being generated - infinitely. In a matter of seconds, tens of thousands of error files will be created. Even on the most powerful systems, this massive load slows the game to a crawl. Eventually, on Black Isle, the combination of pixel shader errors and a demanding cutscene cause Dolphin to hang permanently. OpenGL does not suffer from this problem. | ||
=== Frame Rate === | === Frame Rate === | ||
The game's framerate will not be a steady 60 FPS 60 VPS, fluctuating throughout the game, | The game's framerate will not be a steady 60 FPS 60 VPS, fluctuating throughout the game, usually sticking to 120 FPS 60vps. However it does not interfere with gameplay most of the time. Virtual XFB fixes this problem, and it is set by default in the GameINI. The opening menu still has some issues, however. | ||
=== Taking Pictures === | === Taking Pictures === |