(04-26-2014, 09:10 PM)Braden_001 Wrote: and now the audio on wind waker isn't working
What do you mean by "the audio isn't working"?
[color=#ff0000][color=#006600]i5 3570K @ 4.5GHz/GTX 660 Ti/RAM 4GB/Win7 x64[/color][/color]
[GC] The Legend of Zelda: The Wind Waker
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04-26-2014, 10:44 PM
(04-26-2014, 09:10 PM)Braden_001 Wrote: and now the audio on wind waker isn't working What do you mean by "the audio isn't working"?
[color=#ff0000][color=#006600]i5 3570K @ 4.5GHz/GTX 660 Ti/RAM 4GB/Win7 x64[/color][/color]
04-27-2014, 12:50 AM
Just that there is no audio, TV volume is up (I use that as my main speaker currently, the monitor speakers are too tinny and my actual speakers have broken), volume is up in config, computer volume is up, but no audio plays during wind waker.
04-27-2014, 09:58 AM
(04-26-2014, 08:15 PM)JMC47 Wrote: Use the latest dev builds, and get a 64bit OS and you'll probably reach full speed. Yeah I'll try the dev build, I've heard good things about it speeding up WW for some users. Not sure I can be bothered shelling out for a new OS though (or acquiring through other means). Rather deal with the slower speed. Thanks for the suggestions. (04-26-2014, 08:35 PM)Zee530 Wrote: ....And Overclock. True, might get my tech friends to help me with that. Thanks! 05-03-2014, 11:02 AM
Hi, just made this account to make this reply:
I just got to the second dungeon, and as I was going through I noticed certain things wouldn't render. First it was the hanging trunk thing in the large circular room before you get the boomerang. Then on my way back after getting the key, the door opened up to a bottomless pit. The room was not rendered at all. The setting's I am using are: D3D9, Force 16:9, 4X Native, No AA, 16 AF, Scaled EFB Copy, Per Pixel Lighting, Force Texture Filtering, Ignore Format Changes, EFB copies to RAM, Texture Cache Safe, Cache Display Lists, OpenMP Texture Decoder, OpenCL Texture Decoder, Load Custom Textures, enable Hotkeys, and Enable Progressive Scan. I am also using 3.5-367 as I found it seemed to work the best with WW. 05-03-2014, 11:19 AM
(This post was last modified: 05-03-2014, 11:19 AM by kinkinkijkin.)
Please, do not use 3.5-367. Use 4.0-1519, the newest as of this post. It's actually faster, I think. EDIT: Yeah, faster, also more accurate.
Also, don't enable both texture decoders. Ever.
in a perfect world we would all be piles of sand with no ability to form coherent bodies of body
(05-03-2014, 11:19 AM)kinkinkijkin Wrote: Please, do not use 3.5-367. Use 4.0-1519, the newest as of this post. It's actually faster, I think. EDIT: Yeah, faster, also more accurate. The two decoders might have been it. I'll try 4.0.2 stable release for WW now. I have been using 4.0.2 for Wii games though, just felt like WW ran better with 3.5. Also, isn't 1519 a dev unstable release? Wouldn't be better to stick with the stable releases? Edit: I tried 4.0-1519 and it seemed choppy, also I couldn't figure out how to make it use DX9 over DX11. Did they remove the DirectX 9 backend? The game just crashes with DX11 for me with SweetFX. Also, what settings for WW did you use to make it faster and more accurate? 05-03-2014, 07:58 PM
1519 is a development release but that doesn't mean it's unstable, development releases address certain issues but sometimes fixing one issue may break another which is not always the case, thus the name development release. The development releases are built up from the stable releases and improved, you could stick to stable releases if very few development releases were out but as far as we've come since 4.0.2 there is certain to be major improvements that will make the development builds better than the stable ones.
The DX9 backend has been removed, you have the option of using D3D11 and OpenGL, simply use the recommended backend in the first post.
......?????
05-04-2014, 02:52 AM
(This post was last modified: 05-04-2014, 02:53 AM by kinkinkijkin.)
Use OGL, and I'd recommend using the shaders in the OGL backend instead of SweetFX. My favourite is DolphinFX, 'cause it's lots of shaders in one shader file (dolphin can only load one shader file), and configurable.
Personally, - and I'm a strange sort, mind you - I use 8xAA, 4xIR (want to do 6x so, so badly, but I'm quite the fool about git, having only ever used it for dolphin), Scaled EFB Copy, Force Per-Pixel Lighting, DolphinFX configured with bloom and NFAA, and I've removed the forcing of EFB to RAM and slower depth calculation from my gamesettings for this game. I also have the widescreen cheat detailed on the wiki, and a hi-res texture pack. Runs fast, and looks amazing. Well, on my hardware, anyways. Your hardware should be able to handle my settings, but with EFB to RAM enabled and Fast Depth Calculation disabled, along with LLE DSP. I don't know why you're having issues. EDIT: Actually, I lied, I do know why. You're using the far inferior D3D backend. Thing has stutters, is ugly, is slightly inaccurate compared to OGL, is ugly, seems to be more susceptible to screen tearing, is ugly, and, if they haven't fixed it yet, has issues with custom textures. Also, is ugly.
in a perfect world we would all be piles of sand with no ability to form coherent bodies of body
05-04-2014, 04:55 AM
(05-04-2014, 02:52 AM)kinkinkijkin Wrote: Use OGL, and I'd recommend using the shaders in the OGL backend instead of SweetFX. My favourite is DolphinFX, 'cause it's lots of shaders in one shader file (dolphin can only load one shader file), and configurable. Hello and thank you for your advice. I used settings as you (except the DolphinFX shader) I am still unable to run this game correctly, Speed % goes from 51% to 117% making it difficult to play. I have a very good CPU, RAM, and graphics card. Is there a way to stabilize it to 100% ? I have a clean install of 4.0.2 Thanks 05-04-2014, 05:25 AM
First, use the latest dev version on OGL.
Second, limit the speed.
in a perfect world we would all be piles of sand with no ability to form coherent bodies of body
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