Tatsunoko vs. Capcom: Ultimate All-Stars

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Tatsunoko vs. Capcom: Ultimate All-Stars
Tatsunoko vs. Capcom.jpg
Developer(s) Eighting
Publisher(s) Capcom
Series Vs., Tatsunoko vs. Capcom
Platform(s) Wii
Release date(s) JP January 28, 2010
EU January 29, 2010
AUS February 4, 2010
Genre(s) Fighting
Mode(s) Single-player, Multiplayer (2)
Input methods Wii Remote + Nunchuk, Classic Controller, GameCube Controller
Compatibility 5Stars5.pngEdit rating: Tatsunoko vs. Capcom: Ultimate All-Stars
Perfect
GameIDs
See also...

Dolphin Forum thread
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Tatsunoko vs. Capcom: Ultimate All-Stars is a crossover fighting game developed by Eighting and published by Capcom for the Wii gaming console. Tatsunoko vs. Capcom is Capcom's seventh installment in its Vs. series, which includes the Marvel vs. Capcom and Capcom vs. SNK games. A first version of the game was originally released exclusively in Japan for video arcades and the Wii in December 2008. Fan reception of the game incited Capcom to localize an updated version with help from Tatsunoko Production to deal with licensing issues involving the Tatsunoko characters.

Emulation Information

Controller Map Overlap

Tatsunoko vs. Capcom: Ultimate All-Stars is capable of using both GameCube controllers and Wii Remotes. If a physical controller is set to emulate both a GameCube Controller and a Wii Remote concurrently, it will operate both devices at the same time. To fix, migrate controls to use separate physical controllers.

Shader Compilation Stuttering

Tatsunoko vs. Capcom: Ultimate All-Stars is one of the most susceptible titles to shader compilation stuttering. The GC and Wii have no concept of shaders - everything is executed directly by the hardware without an intermediate programming language (API). Modern computers and mobile systems do not work in this way, requiring the use of shaders as an intermediary so your system's GPU can perform the tasks that the GC and Wii GPU performed directly. Shaders have to be generated though, and since GC/Wii games are not designed to create shaders ahead of time as a PC game would, when a new effect appears Dolphin has to delay the CPU thread while the GPU thread performs the compilation; a pause that does not exist on the consoles. For most games shader generation takes only a few milliseconds, but for a few demanding titles, the shaders that they generate are so large that they can result in noticeable stuttering, in severe cases pauses of over a second may occur.

Since 5.0-4869, this problem can be solved by enabling ubershaders. Changing GPU, updating GPU drivers, or updating Dolphin may invalidate the shader cache, requiring specialized shaders to be compiled again. Since 5.0-6461, Dolphin caches shader pipeline UIDs independently of the video backend and compiles them on game start. This allows cached shaders to work across different video backends, platforms, hardware configurations and even Dolphin versions as long as changes aren't made to Dolphin's actual shader pipeline. These shaders are compiled in the background when the game starts, which may cause stuttering for a short period. Enable Compile Shaders Before Starting to avoid this.

Problems

There are no reported problems with this title.

Configuration

This title does not need non-default settings to run properly.

Version Compatibility

The graph below charts the compatibility with Tatsunoko vs. Capcom: Ultimate All-Stars since Dolphin's 2.0 release, listing revisions only where a compatibility change occurred.

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5.0-21222 (current)
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Δ
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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

This title has been tested on the environments listed below:

Test Entries
Revision OS CPU GPU Result Tester
r7561 Windows XP Intel Core 2 Duo E8400 @ 3 GHz ATI Radeon HD 4650 Playable, 50-60FPS MysteryManX
r7670 Windows 7 Intel Core i5-430M @ 2.27 GHz ATI Radeon HD 5450 Very Good, 96% speed IguanaMasterz
3.0-234 Arch Linux Intel Core 2 Duo E7200 @ 2.53 GHz NVIDIA GeForce 9800 GT Very Good Rizvan
3.0-235 Windows 7 Intel Core i5-2500K @ 3.3 GHz NVIDIA GeForce GTX 560 Ti Perfect ~60FPS Fabolous
3.0-592 Windows 7 Intel Core i5-2500K @ 3.3 GHz ATI Radeon HD 4830 Perfect ~60FPS LuAnHdBR
3.0-735 Windows 7 Intel Core i3-2100 @ 3.1 GHz Intel HD 2000 Perfect 40-60FPS Csgutier
4.0.2 Windows 7 Intel Core i7-4790K @ 4.4 GHz NVIDIA GeForce GTX 970 Very Good, 60FPS with OpenGL but stutters speedracer
4.0.2 Windows 8.1 AMD A6-5350M @ 2.9 GHz AMD Radeon HD 8450G + AMD Radeon HD 8600M Playable 30-50FPS but sometimes crashes to 10 and less Kalivan
4.0.2 Windows 7 Intel Core i5-3570K @ 3.4 GHz NVIDIA GeForce GTX 650 Ti Perfect / OpenGL Zcair
4.0.2 Windows 8 AMD APU A10-7700K AMD Radeon R7 Series Perfect / DX9 Zcair
5.0 Windows 10 Intel Core i7-4790K @ 3.5 GHz AMD R9 FURY X In both OpenGL and D11 there is clear stuttering during large effects (Sometimes, it's not consistent at all but may be due to different character pair ups but nothing can be done about it) but apart from that, it works perfectly. Enhancements: 3x native, Anti-Aliasing-8x MSAA, Anisotropic Filtering-4x 2haloes

Gameplay Videos