Super Mario Galaxy 2: Difference between revisions

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{{Infobox VG
{{Infobox VG
|image         = [[File:Super-mario-galaxy-2-wii.JPG|300px]]
|image     = [[File:Super-mario-galaxy-2-wii.JPG|300px]]
|developer     = Nintendo EAD Tokyo
|developer = Nintendo EAD Tokyo
|publisher     = Nintendo
|publisher = Nintendo
|released     = {{vgrelease|NA=May 23, 2010|JP=May 27, 2010|EU=June 11, 2010|AUS=July 1, 2010}}{{vgrelease|AS|December 4, 2010}}{{vgrelease|KO=January 20, 2011}}
|series    = Super Mario Bros, Super Mario Galaxy
|series        = ''Super Mario Bros'', ''Super Mario Galaxy''
|released = {{vgrelease|NA=May 23, 2010}}{{vgrelease|JP=May 27, 2010|EU=June 11, 2010|AUS=June 30, 2010|TW=December 4, 2010|KO|January 20, 2011}}
|genre         = Platform
|genre     = Platform
|modes         = Single-player, Co-op (2)
|modes     = Single-player, Co-op (2)
|input         = Wii Remote + Nunchuk
|input     = Wii Remote + Nunchuk
|forumlink     = http://forums.dolphin-emu.org/Thread-wii-super-mario-galaxy-2--25931
|forumlink = http://forums.dolphin-emu.org/Thread-wii-super-mario-galaxy-2--25931
}}
}}


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== Emulation Information ==
== Emulation Information ==
=== Language Region Mismatch ===
{{Problems/Language Region Mismatch|JP=SB4J01, SB4W01|NA=SB4E01|EU=SB4P01|KO=SB4K01}}
The Wii language setting must match an acceptable language for the region of this title being played: Japanese for SB4J; Korean for SB4K; English, Spanish or French for SB4E; English, French, German, Italian, or Spanish for SB4P; and Traditional Chinese for SB4W. Due to region checking built into the game, if an unacceptable language is set emulation hangs.
 
=== Wii Remote Lag When Collecting Starbits ===
The Wii Remote slows down when collecting starbits. To remedy this, go to Dolphin Controller Configuration Window and disable (untick) '''Enable Speaker Data''' and this will mute the Wii Remote speaker, fixing the starbit slowdown problem. Seems like it might have something to do with the computer's Bluetooth dongle not granting enough bandwidth for the Wii Remote to receive the sounds and transmit controls at the same time. It's a problem bound to PC hardware and driver, you can also try [[Bluetooth Passthrough]].


== Problems ==
== Problems ==
{{Problems|{{#vardefineecho:problems|
=== Boss Roars ===
=== Boss Roars ===
Boss roar effects are not visible. See {{issue|8327}}.
Boss roar effects are not visible. See {{issue|8327}}.
{{image|Super Mario Galaxy 2 Boss Roar Wrong.png|The effect just causes the screen to darken|br}}
{{image|Super Mario Galaxy 2 Boss Roar Wrong.png|The effect just causes the screen to darken|br}}


=== Wii Remote Lag When Collecting Starbits ===
=== <s>Yoshi Not Eating Items In Direct3D 12 Mode</s> ===
The Wii Remote slows down when collecting starbits. To fix this, go to Dolphin Controllers Configuration Window and disable (untick) 'Enable Speaker Data' and this will mute the Wii Remote speaker, fixing the starbit slowdown problem. Seems like it might have something to do with the computer's Bluetooth dongle not granting enough bandwidth for the Wii Remote to receive the sounds and transmit controls at the same time.
In D3D12 the red circle around edible items sometimes doesn't appear. Using a savestate and restarting the emulation fixes it temporarily. Fixed by the removal of the D3D12 backend in {{revision|5.0-3774}}.
 
}}}}
 
== Enhancements ==
=== HD Texture Pack ===
[https://forums.dolphin-emu.org/Thread-super-mario-galaxy-2-hd-texture-mod Super Mario Galaxy 2 HD Texture Mod - Dolphin Forum Thread]
 
=== Bloom ===
Bloom effects do not render correctly with Internal Resolution (IR) > 1. Disable '''Scale EFB Copy''' to fix this.
{{image|Super Mario Galaxy 2 Bloom 2x+ IR.jpg|2x+ IR}}
{{image|Super Mario Galaxy 2 Bloom 1x IR.jpg|1x IR|br}}


=== Yoshi Not Eating Items In Direct3D 12 Mode ===
=== <s>Higher IR Effects Fog</s> ===
In D3D12 the red circle around edible items sometimes doesn't appear. Using a savestate and restarting the emulation fixes it temporarily.  
Using IR > 1x causes fog to be rendered at inappropriate depths. Native internal resolution must be used to avoid this. This can be seen on the save select screen, the ship post the first level, and other areas. Refer {{issue|9712}}. Fixed by {{revision|5.0-5745}}, see the [https://dolphin-emu.org/blog/2017/11/03/dolphin-progress-report-october-2017/#50-5745-add-heuristic-for-detecting-custom-mipmaps-by-tomcc Oct 2017 Progress Report] for details.
{{image|Super Mario Galaxy 2 Fog IR 1x.jpg|1xIR|}}
{{image|Super Mario Galaxy 2 Fog IR 8x.jpg|8xIR|br}}


== Config ==
== Configuration ==
<!--A full list of options is available at Template:Config/doc-->
{{Config
{{Config
|skipcpuefbaccess = Off
|efbscaledcopy = Off
|skipcpuefbaccessnotes = Required to use Wii Remote in-game (e.g. collect starbits)
|efbscaledcopynotes = Fixes Bloom effects in the overview of galaxies. Only necessary with IR > 1.
|antialiasing = SSAA or None
|antialiasingnotes = MSAA creates graphical issues in the skybox
}}
}}


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{{testing/entry|revision=7695|OS=Windows 7|CPU=Intel Core 2 Quad Q6600 @3.2GHz|GPU=NVIDIA GeForce 9600 GT|result=Playable 50-60FPS on DX9 at 1920x1200, no AA or Anisotropic, internal res. at 2x, DSP-HLE, 40FPS in DSP-LLE (needed for Grand level stars)|tester=alfrix}}
{{testing/entry|revision=7695|OS=Windows 7|CPU=Intel Core 2 Quad Q6600 @3.2GHz|GPU=NVIDIA GeForce 9600 GT|result=Playable 50-60FPS on DX9 at 1920x1200, no AA or Anisotropic, internal res. at 2x, DSP-HLE, 40FPS in DSP-LLE (needed for Grand level stars)|tester=alfrix}}
{{testing/entry|revision=3.0-194|OS=Windows 7|CPU=AMD FX 8120 @ 3.1GHz|GPU=AMD Radeon HD 6950|result=Playable stable 60FPS at 720p internal resolution. Though CPU speed varies between 60% and 100%(In the most levels its 90%-100%, but in some the speed is about 60%-70% which leads to lagging). At GrandStar-Levels it just worked with DSP-LLE plugin and not with DSP-HLE and XAudio2 back-end. But with DSP-LLE the music lags extremely, that's why I play it with the DSP-HLE plugin unless I'm at GrandStar level.|tester=RnBandCrunk}}
{{testing/entry|revision=3.0-194|OS=Windows 7|CPU=AMD FX 8120 @ 3.1GHz|GPU=AMD Radeon HD 6950|result=Playable stable 60FPS at 720p internal resolution. Though CPU speed varies between 60% and 100%(In the most levels its 90%-100%, but in some the speed is about 60%-70% which leads to lagging). At GrandStar-Levels it just worked with DSP-LLE plugin and not with DSP-HLE and XAudio2 back-end. But with DSP-LLE the music lags extremely, that's why I play it with the DSP-HLE plugin unless I'm at GrandStar level.|tester=RnBandCrunk}}
{{testing/entry|revision=3.0-204|OS=Windows 7|CPU=Intel Core i7-860 @ 2.8GHz|GPU=NVIDIA GeForce GTS 450|result=Playable stable 60FPS at 720p internal res at 1.5x no AA or Anisotropic|tester=SXPanda}}
{{testing/entry|revision=3.0-204|OS=Windows 7|CPU=Intel Core i7-860 @ 1.2GHz|GPU=NVIDIA GeForce GT 210|result=Playable stable 10FPS at 800x600 internal res at 1.5x no AA or Anisotropic|tester=SXPanda}}
{{testing/entry|revision=3.0-600|OS=Windows 7|CPU=Intel Core i5-2400|GPU=NVIDIA GeForce GTX 460|result=Playable mostly 60FPS with drops to low 50 (minimum 83% game speed) at 1080p internal res at auto no AA LLE sound with vbeam on and idle skipping off to make sound smooth when game drop to 50FPS.|tester=rpglord}}
{{testing/entry|revision=3.0-600|OS=Windows 7|CPU=Intel Core i5-2400|GPU=NVIDIA GeForce GTX 460|result=Playable mostly 60FPS with drops to low 50 (minimum 83% game speed) at 1080p internal res at auto no AA LLE sound with vbeam on and idle skipping off to make sound smooth when game drop to 50FPS.|tester=rpglord}}
{{testing/entry|revision=3.0-750|OS=Ubuntu 12.04.1|CPU=Intel Core i5-3570K @ 4.6GHz|GPU=AMD Radeon HD 7850|result=Framerate usually block to 30FPS Max with and without filter, upscaling Max and other options it's exactly the same, 30FPS Max, it's very slow, sometimes the game play fullspeed few minutes =( , other game run fullspeed without problem... Maybe because "Framebuffer errors affect many configurations when using OpenGL" ? Please fix it ! =D |tester=tikilou}}
{{testing/entry|revision=3.0-750|OS=Ubuntu 12.04.1|CPU=Intel Core i5-3570K @ 4.6GHz|GPU=AMD Radeon HD 7850|result=Framerate usually block to 30FPS Max with and without filter, upscaling Max and other options it's exactly the same, 30FPS Max, it's very slow, sometimes the game play fullspeed few minutes =( , other game run fullspeed without problem... Maybe because "Framebuffer errors affect many configurations when using OpenGL" ? Please fix it ! =D |tester=tikilou}}
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Super Mario Galaxy 2 was almost unplayable on this laptop Asus N56VZ until this Dolphin release.|tester=Xellos}}
Super Mario Galaxy 2 was almost unplayable on this laptop Asus N56VZ until this Dolphin release.|tester=Xellos}}
{{testing/entry|revision=5.0-rc-34|OS=SteamOS 2.60|CPU=Intel Core i3-4170 @ 3.7GHz|GPU=NVIDIA GeForce GTX 750 Ti|result=OGL, 3x IR, no other enhancements, PAL50, DSP LLE. Runs full speed without slowing down even once. Missing boss motion blur is the only glitch. Use LLE audio or the borked audio levels will detract from the experience.|tester=monojin}}
{{testing/entry|revision=5.0-rc-34|OS=SteamOS 2.60|CPU=Intel Core i3-4170 @ 3.7GHz|GPU=NVIDIA GeForce GTX 750 Ti|result=OGL, 3x IR, no other enhancements, PAL50, DSP LLE. Runs full speed without slowing down even once. Missing boss motion blur is the only glitch. Use LLE audio or the borked audio levels will detract from the experience.|tester=monojin}}
{{Testing/entry|revision=5.0-rc-97|OS=Windows 7|CPU=Intel Core i7-4790K @ 4.8Ghz|GPU=NVIDIA GeForce GTX Titan Black|result=DX11, 60FPS all the time, 5x native resolution, 8xSSAA, AF 16x, Scaled EFB Copy, Per-Pixel Lightning, Custom Full HD texture, HLE XAudio2, Pal 60, Xbox One controller. No graphic bug, sound like original version on Wii, no slowing down, motion blur for boss is missing. no other glitch found.|tester=TheLie}}
{{testing/entry|revision=5.0-97|OS=Windows 7|CPU=Intel Core i7-4790K @ 4.8GHz|GPU=NVIDIA GeForce GTX Titan Black|result=DX11, 60FPS all the time, 5x native resolution, 8xSSAA, AF 16x, Scaled EFB Copy, Per-Pixel Lightning, Custom Full HD texture, HLE XAudio2, Pal 60, Xbox One controller. No graphic bug, sound like original version on Wii, no slowing down, motion blur for boss is missing. no other glitch found.|tester=TheLie}}
{{testing/end}}
{{testing/end}}


== Gameplay Videos ==
== Gameplay Videos ==
<!--A full list of options is available at Template:VideoGallery/doc-->
{{VideoGallery
{{VideoGallery
|vid1=UouyVg70kRM|cap1=(Viewable at 60FPS) Dolphin Emulator 4.0-3950 - Super Mario Galaxy 2 (1080p HD)
|vid1=WITi8iGokww|cap1=Super Mario Galaxy 2 Dolphin 5.0 vs Wii comparison
|vid2=isi-vffQfLA|cap2=Dolphin Emulator 3.5-367 - Super Mario Galaxy 2 (1080p HD) - Nintendo Wii)
|vid2=isi-vffQfLA|cap2=Dolphin Emulator 3.5-367 - Super Mario Galaxy 2 (1080p60 HD) - Nintendo Wii
|vid3=I19ObZqIh-o|cap3=Super Mario Galaxy 2 on Dolphin Emulator (1080p) Full Speed)
|vid3=I19ObZqIh-o|cap3=(Dolphin 4.0-539) Super Mario Galaxy 2 on Dolphin Emulator (1080p) Full Speed)
|vid4=M_3i9j7jiPo|cap4=SMG2 New DSP HLE Plugin Test with r4.0-1369|br)
|vid4=UouyVg70kRM|cap4=(60FPS) Dolphin Emulator 4.0-3950 - Super Mario Galaxy 2 (1080p HD) - Nintendo Wii
|vid5=ilZAXOdrpGM|cap5=Super Mario Galaxy 2 {1080p@60FPS} Dolphin Emulator (Ishiiruka 427)
|vid5=ilZAXOdrpGM|cap5=Super Mario Galaxy 2 {1080p@60FPS} Dolphin Emulator (Ishiiruka 427)
|vid6=hntkmnhKbz4|cap6=Super Mario Galaxy 2 on NVIDIA SHIELD Android TV - Dolphin Emulator (Nintendo Wii)
|vid6=hntkmnhKbz4|cap6=(Dolphin 4.0-8371) Super Mario Galaxy 2 - NVIDIA SHIELD Android TV (2015) - Dolphin Emulator (1080p60) - Nintendo Wii
|vid7=UO-sinHxoiA|cap7=(Ishiiruka- Unstable 524(e30a7a8)) (WII Emulator)-ISHIIRUKA-DOLPHIN (DX12) Super Mario Galaxy 2 (1080p)
|vid8=GO8H5F1tCjg|cap8=(Ishirukka Dolphin) Super Mario Galaxy 2 4k 60FPS Dolphin DX12 (2160p60)
|vid9=A0HYMTQBR2Q|cap9=GTX 1080 4K Super Mario Galaxy 2 60FPS On Ishiiruka Dolphin Emulator (2160p60)
|vid10=tQzYjDHHZmk|cap10=Super Mario Galaxy 2 - Gameplay Wii 4K 2160p60 (Dolphin 5.0)
|vid11=WBQh091LzI0|cap11=Super Mario Galaxy 2 - i3-4170, GTX 750 Ti, DX12, 1080p60
}}
}}


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