Super Mario Sunshine: Difference between revisions

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=== Slowdown on Map Transition ===
=== Slowdown on Map Transition ===
Opening the map causes the game to slow massively until the transition effect is complete. There are no lingering effects after the map is open or closed, just the transition. Switching to OpenGL backend removes the slowdown.
Opening the map causes the game to slow massively until the transition effect is complete. There are no lingering effects after the map is open or closed, just the transition. Switching to OpenGL or Vulkan backend removes the slowdown.


=== Debug Cubes ===
=== Debug Cubes ===
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{{image|SMS squares 3.png|Secret of the Dirty Lake End Forward|br}}
{{image|SMS squares 3.png|Secret of the Dirty Lake End Forward|br}}


=== Graffiti Behaves Oddly ===
}}}}
*Anisotropic Filtering above '''1x''' or Anti-Aliasing set to '''SSAA''' makes the graffiti disappear.
 
*Requires Texture Cache Accuracy to be set to safe to prevent missing graffiti textures.
== Enhancements ==
*Graffiti edges may appear blocky if '''Scaled EFB Copy''' is enabled.
=== AR Codes Cause Crash ===
{{image|SMS_No_Sludge_2.png|Graffiti disappeared by enhancement options}}
If certain Action Replay codes are activated, then the game may crash upon trying to return to a completed level. This has been confirmed with a "Press B to run fast" code<!-- please provide it here while you can -->. To solve the problem, simply disable the code.
{{image|SMS Sludge D3D.png|Some of the graffiti is fixed, but some can't be seen with this graphic configuration in use for Direct3D.}}
{{image|SMS Sludge GL.png|Proper emulation|br}}


=== Water Color Effect ===
=== Water Color Effect ===
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{{image|Super Mario Sunshine Water Color Wrong.jpg|Incorrect water color at 1080p, looks slightly greener.}}
{{image|Super Mario Sunshine Water Color Wrong.jpg|Incorrect water color at 1080p, looks slightly greener.}}
{{image|Super Mario Sunshine Water Color Correct.jpg|Correct water color at 1080p.|br}}
{{image|Super Mario Sunshine Water Color Correct.jpg|Correct water color at 1080p.|br}}
}}}}
== Enhancements ==
=== AR Codes Cause Crash ===
If certain Action Replay codes are activated, then the game may crash upon trying to return to a completed level. This has been confirmed with a "Press B to run fast" code<!-- please provide it here while you can -->. To solve the problem, simply disable the code.
=== HD Textures ===
[https://forums.dolphin-emu.org/Thread-super-mario-sunshine-uhd-texture-pack Super Mario Sunshine UHD Texture Pack]


=== Anisotropic Filtering ===
=== Anisotropic Filtering ===
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{{image|Sunshine Anistropic 4.jpg|Anisotropic x4}}
{{image|Sunshine Anistropic 4.jpg|Anisotropic x4}}
{{image|Sunshine Anistropic 16.jpg|Anisotropic x16|br}}
{{image|Sunshine Anistropic 16.jpg|Anisotropic x16|br}}
=== Graffiti Behaves Oddly ===
*Anisotropic Filtering above '''1x''' or Anti-Aliasing set to '''SSAA''' makes the graffiti disappear.
*Requires Texture Cache Accuracy to be set to safe to prevent missing graffiti textures.
*Graffiti edges may appear blocky if '''Scaled EFB Copy''' is enabled.
{{image|SMS_No_Sludge_2.png|Graffiti disappeared by enhancement options}}
{{image|SMS Sludge D3D.png|Some of the graffiti is fixed, but some can't be seen with this graphic configuration in use for Direct3D.}}
{{image|SMS Sludge GL.png|Proper emulation|br}}
=== HD Textures ===
[https://forums.dolphin-emu.org/Thread-super-mario-sunshine-uhd-texture-pack Super Mario Sunshine UHD Texture Pack]


=== 16:9 Aspect Ratio Fix ===
=== 16:9 Aspect Ratio Fix ===
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</pre>
</pre>


The Gecko code makes the cutscenes run very slowly. It also causes falling stars to appear in the top corner and top middle of the screen, while also making the swimming blue/red coins in Gelato Beach near impossible to get (without the turbo nozzle).
The Gecko code:
*Makes the cutscenes run very slowly on non-NA releases
*Causes falling stars to appear in the top corner and top middle of the screen
*Makes the swimming blue/red coins in Gelato Beach near impossible to get (without the turbo nozzle)


==== Region-Specific ====
==== Region-Specific ====
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{{testing/entry|revision=5.0-4322|OS=Windows 10|CPU=Intel Core i7-4790K @ 4GHz|GPU=NVIDIA GeForce GTX 1070|result=50 Shine run w/ Vulkan at 3xIR, 1xAF, No AA & settings recommended under "Graffiti Behaves Oddly". Smooth performance at 60FPS & 16:9 (using the codes above), no noticeable drops. Only listed problem encountered was Debug Cubes, no crashes or map slowdown.|tester=SolidStateDork}}
{{testing/entry|revision=5.0-4322|OS=Windows 10|CPU=Intel Core i7-4790K @ 4GHz|GPU=NVIDIA GeForce GTX 1070|result=50 Shine run w/ Vulkan at 3xIR, 1xAF, No AA & settings recommended under "Graffiti Behaves Oddly". Smooth performance at 60FPS & 16:9 (using the codes above), no noticeable drops. Only listed problem encountered was Debug Cubes, no crashes or map slowdown.|tester=SolidStateDork}}
{{testing/entry|revision=5.0-8935|OS=Windows 10|CPU=AMD Ryzen 5 2400G @ 3.9GHz|GPU=AMD Radeon RX Vega 11 IGP|result=Configuration: 720p, 1xAF, no AA. Encounters "Failed to submit command buffer" during or straight after the opening scene with Vulkan, making it completely unplayable. Other backends run just fine with perfect speed.|tester=amiboss}}
{{testing/entry|revision=5.0-8935|OS=Windows 10|CPU=AMD Ryzen 5 2400G @ 3.9GHz|GPU=AMD Radeon RX Vega 11 IGP|result=Configuration: 720p, 1xAF, no AA. Encounters "Failed to submit command buffer" during or straight after the opening scene with Vulkan, making it completely unplayable. Other backends run just fine with perfect speed.|tester=amiboss}}
{{testing/entry|revision=5.0-10922|OS=Windows 10|CPU=AMD Ryzen 7 3700X @ 4.2GHz|GPU=NVIDIA GeForce GTX 1060|result=OpenGL, 3xIR, 1xAF, 4x MSAA, recommended settings. With the 60 FPS and 16:9 codes, the game runs perfectly from start to finish with no noticeable drops.|tester=Aplayer12345}}
{{testing/end}}
{{testing/end}}


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