[GC] Kirby Air Ride
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06-11-2014, 07:14 AM
I get semi-frequent screen tearing when playing this game even with V-Sync on. Is there anything I can do to resolve this? I'm using OpenGL by the way.
06-11-2014, 08:34 AM
06-11-2014, 02:35 PM
(06-11-2014, 08:34 AM)Link_to_the_past Wrote:(06-11-2014, 07:14 AM)motionsuggests Wrote: I get semi-frequent screen tearing when playing this game even with V-Sync on. Is there anything I can do to resolve this? I'm using OpenGL by the way. Just tried your suggestion. While I didn't have any screen tearing, I did get a less consistent frame-rate and occasional degraded sound (with DSP HLE). The testing section of the Wiki suggests that OpenGL should work without screen tearing though, no? Is there some setting the testing has on that I'm neglecting? I should probably mention that with V-Sync on and off I had screen tearing with OpenGL. 07-10-2014, 04:55 AM
Well, while this is my first post, I have to say something:
I don't think it deserves a 5-star just yet. It appears that it STILL glitches up Audio-wise. I looked at compatibility, and realized that this is a 4-star. Sorry if this is rude. 07-10-2014, 05:53 AM
Can you provide a way to reproduce the audio problems? Audio dumps? Anything to backup what you're saying? I played the game a lot in Dolphin on netplay and never ran into any issues myself.
07-10-2014, 11:04 PM
(07-10-2014, 04:55 AM)GreenIvy Wrote: I don't think it deserves a 5-star just yet. It appears that it STILL glitches up Audio-wise There's no glitch as long as your system can run the game full-speed
[color=#ff0000][color=#006600]i5 3570K @ 4.5GHz/GTX 660 Ti/RAM 4GB/Win7 x64[/color][/color]
07-10-2014, 11:21 PM
Oh. core2duo. Yeah, it's not the emulator's problem if you can't run the game full speed.
01-24-2015, 08:07 PM
Playing Kirby Air Ride (U) with 3 human players and a CPU, we can never see the CPU screen. That fourth quadrant of the screen is just grayed out. Is this a known glitch? This is happening over NetPlay in Dolphin 4.0-5078. Both me and my friends experience this issue. I'm using D3D and the host is using OGL.
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