Spider-Man 2: Difference between revisions

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→‎16:9 Widescreen: Add notes on vert- to widescreen code
(→‎16:9 Widescreen: Add notes on vert- to widescreen code)
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== Problems ==
== Problems ==
=== DirectX11 ===
{{Problems|{{#vardefineecho:problems|
As of {{revision|4.0-4446}} the DX11 renderer has problems with depth, causing various graphics glitches that make the game unplayable. Use OGL backend instead.
=== Flickering Skybox ===
The skybox on this title sometimes flickers /w Dolphin's default settings. Disabling dual core might fix this.
 
=== <s>DirectX11</s> ===
As of {{revision|4.0-4446}} the DX11 renderer has problems with depth, causing various graphics glitches that make the game unplayable. Use OGL backend instead. Fixed as of {{revision|5.0-440}}.
 
}}}}
 
== Enhancement ==
=== Anti-Aliasing ===
Using anti-aliasing will not render shadows appropriately.
 
=== 60FPS ===
==== NA ====
The below Action Replay code will allow the NA version of the game to run at 60 FPS, and will fall back to 30 FPS during prerendered cutscenes to avoid playing them at double speed.
 
<pre>
$60 FPS
084dc82a 00000001
0456c364 00000002
104dc82a 00000001
0456c364 00000001
</pre>
 
This code may cause issues with timers in the game. A workaround is to use the below Action Replay code for freezing timers.
 
<pre>
$Freeze Timers
042789B0 60000000
042789CC 60000000
</pre>
 
Additionally, you may need to experiment with the [https://forums.dolphin-emu.org/Thread-help-understanding-the-new-cpu-clock-settings CPU Clock Settings] to actually achieve 60 FPS in the game. Information on modifying the game-specific ini file for CPU Overclocking can be found [[GameINI#CPU_Overclock|here]].
 
=== 16:9 Widescreen ===
==== NA ====
The below Action Replay code will allow the NA version of the game to run in 16:9 Widescreen.
 
<pre>
$16:9 Widescreen
044795A4 3FE38E39
</pre>
 
Unfortunately, this code is "Vert-". In other words, it causes the game's camera to zoom in, rather than expanding the view horizontally. If this is too zoomed-in, you can use the Widescreen Hack instead. The Widescreen Hack will also work better for ultrawide aspect ratios.
 
This code does prevent on-screen culling. It also makes the minimap appear slightly larger.
 
The code will cause the game to flicker between 4:3 and 16:9 if aspect ratio is set to Auto, so the game should be set to force a 16:9 aspect ratio. Information on modifying the game-specific ini file for forcing the Aspect Ratio can be found [[GameINI#Aspect_Ratio|here]].


== Configuration ==
== Configuration ==
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{{VersionCompatibilityVersion|4.0-1364|****|}}
{{VersionCompatibilityVersion|4.0-1364|****|}}
{{VersionCompatibilityVersion|4.0-7064|*****|}}
{{VersionCompatibilityVersion|4.0-7064|*****|}}
{{VersionCompatibilityVersion|4.0-8965|***|}}
{{VersionCompatibilityClose}}
{{VersionCompatibilityClose}}


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{{testing/entry|revision=4.0-7064|OS=Windows 8.1|CPU=Intel Core i5-3570K|GPU=NVIDIA GeForce 970|result=Runs perfectly (videos embedded below)|tester=Plasros}}
{{testing/entry|revision=4.0-7064|OS=Windows 8.1|CPU=Intel Core i5-3570K|GPU=NVIDIA GeForce 970|result=Runs perfectly (videos embedded below)|tester=Plasros}}
{{testing/entry|revision=4.0-8965|OS=Windows 10|CPU=Intel Core i7-3570K|GPU=AMD R9 270x|result=Bad graphical glitches making it unplayable on dx11 backend and crash on Opengl on game opening intro|tester=Wem}}
{{testing/entry|revision=4.0-8965|OS=Windows 10|CPU=Intel Core i7-3570K|GPU=AMD R9 270x|result=Bad graphical glitches making it unplayable on dx11 backend and crash on Opengl on game opening intro|tester=Wem}}
{{testing/entry|revision=5.0|OS=Windows 7|CPU=Intel Core i5-4670K|GPU=AMD R9 280|result=The graphics are completely glitched, polygons clash constantly for who's drawn in front, roads are drawn in front of buildings, buldings are drawn in front of spiderman, it's an unplayable mess.|tester=Jack}}
{{testing/entry|revision=5.0|OS=Windows 7|CPU=Intel Core i5-4670K|GPU=AMD R9 280|result=In DX11 the graphics are completely glitched, polygons clash constantly for who's drawn in front, roads are drawn in front of buildings, buldings are drawn in front of spiderman, it's an unplayable mess.|tester=Jack}}
{{testing/entry|revision=5.0|OS=Windows 10|CPU=AMD FX-8350|GPU=NVIDIA GeForce GTX 770|result=As Jack said, DX11 is completely unplayable, but gameplay can be managed in Opengl mode in Dolphin 5.0 with Fast Depth Calculation disabled. Some slowdowns here and there, but it's playable.|tester=Sneaky}}
{{testing/end}}
{{testing/end}}


== Gameplay Videos ==
== Gameplay Videos ==
{{VideoGallery
{{VideoGallery
|vid1=lrYSCtozROA|cap1=Spider-Man 2 - Dolphin Emulator 4.0-7064 - 1080p HD - Nintendo GameCube
|vid1=xqjug_6QVY4|cap1=Dolphin Emulator 4.0.2 - Spider-Man 2 (1080p HD) - Nintendo GameCube
|vid2=K_3HkIFgcqI|cap2=Spider-Man 2 - Free-Roaming 1080p HD Gameplay - Dolphin Emulator 4.0-7064
|vid2=lrYSCtozROA|cap2=Spider-Man 2 - Dolphin Emulator 4.0-7064 - 1080p HD - Nintendo GameCube
|vid3=xqjug_6QVY4|cap3=Dolphin Emulator 4.0.2 - Spider-Man 2 (1080p HD) - Nintendo GameCube
|vid3=K_3HkIFgcqI|cap3=Spider-Man 2 - Free-Roaming 1080p HD Gameplay - Dolphin Emulator 4.0-7064
|vid4=e2RdhfMI_Lw|cap4=Best Settings for Spider-Man 2
|vid4=e2RdhfMI_Lw|cap4=Best Settings for Spider-Man 2
|vid5=k6qCrtyM6DM|cap5=Spider-Man 2 - Dolphin Emulator - 1440p Gameplay (Downscaled)
|vid5=k6qCrtyM6DM|cap5=Spider-Man 2 - Dolphin Emulator - 1440p Gameplay (Downscaled)
|vid6=uCoDontXn_0|cap6=Spiderman 2 at 4K on Dolphin Emulator 5.0
|vid7=wLzkIdc-mXw|cap7=Dolphin Emulator 5.0-2565 - Spider-Man 2 (1080p) - Nintendo GameCube
}}
}}


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[[Category:GameCube games]]
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