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[GC] Star Wars Rogue Squadron III: Rebel Strike
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[GC] Star Wars Rogue Squadron III: Rebel Strike
10-21-2014, 09:23 PM
#21
StripTheSoul Offline
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I think a very demanding but well running game like The Last Story is better for benchmarks...
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10-22-2014, 03:46 PM
#22
hedgesmfg Offline
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I was more referring to the endless cycle of games requiring beefier hardware/massive optimizations for full speeds. (occasionally ones that don't even exist yet)

Though this one is indeed barely functional, so future fixes will probably help that somewhat.
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12-26-2014, 08:59 PM
#23
slarlac249 Offline
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might as well revive this thread.

the game is quite playable in hle now but you will get no working audio.
menus will flicker in fullscreen (not for everyone?)
other glitches will be present.

unlike rs2 it runs worse in LLE. so to get a good time out of it, play in HLE mode but mute the audio.

don't open gfx options while the game is running as it;

crashes the game (randomly)
causes menu & ingame screen flickering

disable depth calculation before running the game. (do same for rs2)
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12-26-2014, 09:52 PM
#24
JMC47 Offline
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I think that flickering may be a Virtual XFB bug. What is your IR set to?
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12-26-2014, 10:25 PM (This post was last modified: 12-26-2014, 10:30 PM by slarlac249.)
#25
slarlac249 Offline
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what do you mean by IR? internal resolution?

tried native & higher ones, i just loaded the emulator again it's not doing it now...weird. I do get a black line across the middle of the screen though, where the black bar stretches to.

only on the menu / videos.

not in game or level select or ship select.
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12-26-2014, 11:10 PM
#26
ExtremeDude2 Offline
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(12-26-2014, 10:25 PM)slarlac249 Wrote: what do you mean by IR? internal resolution?


Yes, IR means (usually when talking about dolphin anyway) Internal Resolution
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12-30-2014, 02:06 PM
#27
BlizzardToaBreeze Offline
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Great job developers, keep up the fantastic work. I tried this out today with the 1767 build, and had a great time on some of the "lighter" space levels with the in-game music turned off. IR wasn't an issue, the VPS was 40+ even at 2.5x IR. The CPU gets bogged down when there's a lot of items on the screen -- the screenshot's scenery resulted in the CPU getting to 40%. Is there any way I can help shed light on how it can be optimized in the future?


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12-30-2014, 08:34 PM
#28
NanoByte Offline
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Glad you are enjoying it! Along with the other devs we are working on the best possible solution for zfreeze issues so other games suffering from this missing hw accelerated feature can be played.

When I saw that the dev team made a huge increase to RS2 core speeds, I took interest because like many I wanted to play RS2/3 in HD!

The devs are aware of all the issues, for improving speed on RS3 it will probably just take someone a day to spend with it to see what they can do like with RS2 for any core speedups. RS3 is more intense with Polygon counts, so the devs may need to optimize in that area as well.
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12-30-2014, 08:42 PM
#29
JMC47 Offline
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We need the Vertex Loader rewrite for RS3 to get any serious speedup. Locking will also help; but the problem remains that it uses the MMU heavily, which is not something that can be easily optimized.
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01-04-2015, 05:59 AM
#30
BlizzardToaBreeze Offline
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I played this with the 1812 build, and can see some speedups. Thanks to all who worked on that!
OS: Windows 8 Pro x64
CPU: Intel i5-4670K @ 4.2
GPU: Nvidia GTX 970

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