[color=#ff0000][color=#006600]i5 3570K @ 4.5GHz/GTX 660 Ti/RAM 4GB/Win7 x64[/color][/color]
[Wii] Prince of Persia: The Forgotten Sands
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06-19-2014, 11:39 PM
When i play the game it displays lot of graphical bugs, in both OpenGL and Direct3D. I tried to select EFB copies to RAM and it has lessened (very, very little) the problem. I'm using version 4.0-1859, AMD Phenom II x4, Ati 5770, Windows 7 x64.
http://postimg.org/image/srfkt92rj/ 06-20-2014, 01:50 AM
Please make an issue report on the issue tracker if no settings will fix it: http://code.google.com/p/dolphin-emu/issues/list
06-27-2014, 08:55 PM
using stable 4.0 game runs more or les perfect. at first if enabled efb to texture the floor will be all messd up. switch to ram fixes this then switching back to texture and its fine. in cutseens the floor will be messd up if still in texture so switch to ram then back to texture to correct it. its a bit fiddely but it works the only graphicel problem i see is the princes shadow is not animated and the only way to get it animated is to use efb to ram. but this causes major slow down and stutter and its unplayable.
OS: Windows 10 64bit
CPU Cooler: NZXT Kraken X52 CPU: i7 7700k 4.5ghz MB: ASUS MAXIMUS IX FORMULA GPU: GIGABYTE AUROS RTX 3080 Xtream RAM: Gskill TridentZ RGB 16GB 3200mhz HD1(OS): Samsung 840evo 250GB Game drives HD2: Samsung 860EVO 1TB HD3: Samsung 860EVO 500GB HD4: WDCB1TB HD5: WDCB4TB PSU: EVGA G2L 850watt
Just played through this game using the 5.0-5698 version and overall it was a great experience. Hybrid ubershaders did not solve the stuttering (nor did exclusive, go figure) but they made the game a lot smoother than it was before. After replaying a few parts I'm not even sure if the stutter that occurs comes from shader compilation because almost always the exact same parts stutter and as far as I know shader stutter should only occur on the first playthrough. Maybe it's an asset streaming issue or simply just some other instability issue the dev version of the emulator has. Guess we'll see how the game performs under the next stable release because the version that runs the game perfectly well feels to be around the corner based on my experience.
Also some of the stuff written on the wiki page is no longer accurate. Striped shadows no longer occur with EFB copies set to texture only + I did not notice any problems playing the game with fast texture cache accuracy. Previously OpenGL was recommended too but now DX11 runs the game without problems and of course with faster performance. You don't need to use any special setting to run the game properly, ever since Dolphin 5.0 came out it works right out the box... if you have the hardware for it because PoP TFS is definitely on the more demanding side. Honestly I have no idea how Ubi Quebec managed to get the game running at 60 fps with these graphics on the original Wii, it's pretty amazing what they managed to accomplish. The PC I played the game on: OS: Win 10 64bit CPU: i7-2600 3.4 ghz GPU: GTX 970 RAM: 16 GB HDD: WD Black 1TB As for the game itself: wow, a wonderful surprise, I'm glad I picked up a copy because it's a really-really awesome entry in the Prince of Persia franchise. It's worthy to be part of the Sands of Time series which is something I couldn't say about the PC / PS3 / Xbox 360 version. Honestly I consider this version of Forgotten Sands to be one of the best titles available for the original Wii. 10-27-2017, 12:39 AM
(10-26-2017, 06:43 PM)Zaxx Wrote: Hybrid ubershaders did not solve the stuttering (nor did exclusive, go figure) but they made the game a lot smoother than it was before. After replaying a few parts I'm not even sure if the stutter that occurs comes from shader compilation because almost always the exact same parts stutter and as far as I know shader stutter should only occur on the first playthrough. Maybe it's an asset streaming issue or simply just some other instability issue the dev version of the emulator has. If you've enabled "Speed up Disc Transfer Rate" in the per-game settings, disable it. Also, if you are using any cheat codes, turning them off is worth a try due to a performance problem with the Gecko codehandler that's used by the most recent development builds. 10-30-2017, 04:36 PM
(10-27-2017, 12:39 AM)JosJuice Wrote: If you've enabled "Speed up Disc Transfer Rate" in the per-game settings, disable it. Also, if you are using any cheat codes, turning them off is worth a try due to a performance problem with the Gecko codehandler that's used by the most recent development builds. I did not use the "Speed up Disc Transfer Rate" setting and cheats / Gecko codes. |
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