what build is that in your screen shots?
[GC] Star Wars Rogue Leader: Rogue Squadron 2
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12-23-2010, 07:48 AM
i used the latest svn with the same results of starscream, Speed up disc transfer rate ticked, XFB ticked (virtual in openGL) , and MMU ticked. MMU Speed hack unticked... also i used safe texture cache "fast" to avoid the upper half of the window distorted, the only thing left to fix is the field of view, the space dome is too small... and when you press "y" or "start" crashes... and i donĀ“t see any tie fighters but i think it is because the field of view thing, everything else looks just damn fine... lights and all... great work, looking forward to play this game 100%!!!!! i'll be so happy, playing it over and over again to get those damn gold medals!! hahaha
12-23-2010, 08:37 AM
Ah yes, getting the golds will be nice one day.
Asus Laptop: K53TA
OS: Windows 7 Home Premium, 64-Bit - SP1 CPU: AMD Llano A6-3400M, Quad-Core, 1.4GHz-2.6GHz (Overclocked) GPU: AMD Radeon HD6650M, 1GB GDDR3 (Catalyst 13.1) RAM: Samsung 4GB DDR3-1333 01-13-2011, 10:42 PM
Factor 5 engines are hard on consoles, at the moment the real playability issue is the order of 3d objects rendered in the distance are incorrect.
01-14-2011, 03:18 AM
(01-13-2011, 10:42 PM)Squall Leonhart Wrote: Factor 5 engines are hard on consoles, at the moment the real playability issue is the order of 3d objects rendered in the distance are incorrect. I actually have never gotten the game to be playable at all. it is really slow and it crashes all the time. I am getting the i7-980X let's hope it is a little faster 02-17-2011, 02:43 AM
(This post was last modified: 02-17-2011, 02:50 AM by inteGReddy.)
This game looks and works great in openGL and D39 except for the 30 meter texture rendering bug...
it is perfectly playable in wireframe mode though! lol. this game has seriously come a long way in the past year. as far as i can tell it runs at a decent speed and will not crash (my xwing will if i do not have wireframe enabled lol). as the game is this far along already, i do not doubt that someone will be able to either fix the issue or at least develop a patch that will allow the textures beyond 50 meters to be rendered. 02-17-2011, 08:34 AM
(02-17-2011, 02:43 AM)inteGReddy Wrote: This game looks and works great in openGL and D39 except for the 30 meter texture rendering bug... OMG ! Please, can you tell me what is your configuration in Dolphin ?
My Spec
- MotherBoard ASUS P5Q SE2 - Intel Core 2 Quad Q9550 @ 3.40 Ghz - 3 go Ram DDR2 - ATI 5850 - 1go - DDR5 - Catalyst 11.1 - 2 Real Wii Remotes - A nyko Sensor bar - dongle bluetooth - HAMA - Bluesoleil ver 6.4.249.0 - Windows 7 pro 64 - Dolphin svn r7063 02-17-2011, 10:42 AM
02-18-2011, 12:06 AM
(02-17-2011, 10:42 AM)Squall Leonhart Wrote:(02-17-2011, 02:43 AM)inteGReddy Wrote: This game looks and works great in openGL and D39 except for the 30 meter texture rendering bug... oh... well i just see the backdrop, empty space, past 50 meters or so. i did notice something weird with the planet but, well the view distance thing is much more prevalent so its hard to notice much else. flying the xwing is like a nightmare.... looks like empty space in front one second and the next your flying head first into a death star tower. |
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