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[Wii] New Super Mario Bros. Wii
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[Wii] New Super Mario Bros. Wii
01-21-2010, 04:19 AM
#761
StripTheSoul Offline
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nothing...just wait Wink
Intel i5-4690k (Devil's Canyon) @ 3.5 GHz (+Scythe Mugen) / Gainward GTX 1070 Phoenix (OC'd) / ASUS Z97 PRO GAMER / 16GB G.Skill DDR3-2400 CL10 TridentX / X-Fi XtremeMusic / Win10 Pro 64bit / Dell S2716DG Monitor / 3x original WiiMote+MotionPlus+Nunchuk
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01-21-2010, 07:14 AM
#762
boogerlad Offline
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@tsukit: efb copy to texture
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01-21-2010, 09:45 AM (This post was last modified: 01-21-2010, 09:45 AM by Ocean.)
#763
Ocean Offline
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(01-21-2010, 03:34 AM)tsukit Wrote: I want to use EFB copy RAM but the game is very slow. What can I do to improve this?
My specs intel E8200 4GO ram and 4890 ati

Nothing, if EFB to tex doesn't work. It just is slow for now.

What you can do to get excellent gameplay though, is go to options and after loading a level, select EFB -> Disabled.

Just played for hours on 2-player (real wiimotes) using that, it's great. Though it gets very tiresome to switch it off and on; There should be a macro to do that.
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01-21-2010, 08:30 PM
#764
jgas Offline
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it works great on my core 2 duo (2.0 ghz) i've enabled frameskip to 1 and now it gives me 35 fps but it seems fullspeed.
without frameskip its 42-45 fps but it's too slow to play and there's no fun at all Wink
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01-22-2010, 03:10 AM
#765
neobrain Offline
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Probably this is Off-topic, but what's the actual difference between EFB copy to RAM and to texture that makes things like the coins show up wrong?
(I know, the first one stores it in RAM wheres the other in VRAM, but... any details where the problem is with that?)
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01-22-2010, 05:33 AM
#766
schoene
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(01-20-2010, 05:53 AM)wario Wrote:
(01-18-2010, 08:29 PM)schoene Wrote: Is someone also encountering this:
I am using a logitech cordless rumblepad 2, that is mapped to the keyboard using xpadder. Since some last revisions (I've tested a r485x and r486x), I can use propeller blocks correctly, however the roll left/right and pitch up/down is not working correctly anymore: rolling right behaves the same way like rolling left does

For example, it doesn't matter if I roll left or right, or pitch up or down: I am not able to let the platform in this screenshot go upright:

It has nothing to do with the gamepad, since using the keyboard gives the same results.

In Wii Remote plugin config try to activate sideways wiimote and deactivate upright wiimote. that worked for me when i had the same probelm.

Thanks, it has indeed something to do with the sideways/upright wiimote. with the upright wiimote, I cannot roll, with the sideways setting, I can use my analog sticks to roll, but rolling using the keyboard doesn't work either
01-22-2010, 02:12 PM
#767
Mills Offline
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(01-22-2010, 03:10 AM)NeoBrain Wrote: Probably this is Off-topic, but what's the actual difference between EFB copy to RAM and to texture that makes things like the coins show up wrong?
(I know, the first one stores it in RAM wheres the other in VRAM, but... any details where the problem is with that?)

I wondered this myself.

Also I'm curious why EFB->RAM is so slow even on my computer (i7-860 with dual channel DDR3-1600) in this game. Do I need tri-channel to run this game with EFB->RAM? Any i7-9xx owners care to weigh in?
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01-22-2010, 02:22 PM
#768
Ocean Offline
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(01-22-2010, 02:12 PM)Mills Wrote:
(01-22-2010, 03:10 AM)NeoBrain Wrote: Probably this is Off-topic, but what's the actual difference between EFB copy to RAM and to texture that makes things like the coins show up wrong?
(I know, the first one stores it in RAM wheres the other in VRAM, but... any details where the problem is with that?)

I wondered this myself.

Also I'm curious why EFB->RAM is so slow even on my computer (i7-860 with dual channel DDR3-1600) in this game. Do I need tri-channel to run this game with EFB->RAM? Any i7-9xx owners care to weigh in?

Running with i7 950 &gtx280 here, and can confirm it's just the game itself. The little coins in levels also cause huge screen lag for some unthinkable reason.

You can eliminate that problem and play with normal framerates by disabling EFB altogether in the graphics plugin, then enabling it again. Everything will work and animate normally except the coins. But you have to re-do this for every level which gets tiresome.
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01-22-2010, 03:17 PM
#769
jimmmarks
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Always love Super Mario Bros. Can't wait to play this.
01-22-2010, 03:41 PM
#770
Mills Offline
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(01-22-2010, 02:22 PM)Ocean Wrote: Running with i7 950 &gtx280 here, and can confirm it's just the game itself. The little coins in levels also cause huge screen lag for some unthinkable reason.

You can eliminate that problem and play with normal framerates by disabling EFB altogether in the graphics plugin, then enabling it again. Everything will work and animate normally except the coins. But you have to re-do this for every level which gets tiresome.

Thanks for confirming, didn't want to have to build an x58 computer.

I don't have the slowdowns from the regular coins in levels, but that may be because I'm using D3D and you're likely using OpenGL? Maybe should be reported as a bug?
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