Ok I figured it out. It seems the game crashes with external frame buffer on, which is a first. The game requires external frame buffer to be off.
[Wii] Red Steel 2
|
(05-20-2013, 07:59 AM)drhycodan Wrote: Ok I figured it out. It seems the game crashes with external frame buffer on, which is a first. The game requires external frame buffer to be off.Just as a reminder for potential future problems, you should post your settings when asking about issues instead of letting other people do the guess work. And, well, you still never actually paid any attention to the first answer to your problem (which was mine), but I guess I'm having a wrong impression of how user support is supposed to work these days. Thanks for wasting our time, anyway.
It's not that I didn't pay attention to it, it's because disabling dual core would result in much slowdown. At that point, even if the game did work, I wouldn't want to play it with a slow fps. All my games run at full speed, anything less than full speed is unacceptable for my standards.
02-08-2014, 10:40 AM
Hello!
I'm played this game above a two years ago and want to know - in this time it worked without real Wiimote? 02-08-2014, 10:52 AM
Motion Plus is required for this game so a real Wiimote is recommended
[color=#ff0000][color=#006600]i5 3570K @ 4.5GHz/GTX 660 Ti/RAM 4GB/Win7 x64[/color][/color]
07-22-2014, 10:53 PM
Hi Guys,
I got me a new PC and thought it would be the time to play RS2 again on it. Got my private Dojo up and running, huge sized projection on wall and candles instead of sensor bar. Tweaked settings and now there is nearly no lag, when running x2 native resolution. Even with multiple enemies it stays playable - without skipping frames. (Well, indeed, there is still some stutter, any detailed guide would be very welcome.) But now to the big problem: On every second battle it looks like some kind of shader is activated which then is drawn over the whole image. It is not visible beside one effects: It makes the game look as bad (or worse) then 1x native Resolution. Which is quite anoying on the big screen. When I play until next savepoint and restart emu its all fine again. When this problem happens switching render resolution will result in small changes of the look, but it will always look pixilated and aliased (that why I believe it could be some kind of shader.) Before I forget: I am running OpenGL since it proved to give me much more stable FPS. Any ideas how to avoid or quickfix this without restarting (recalibrating, loosing connection to wii.. well you know) If anyone is interested I will do screenshots of my setting. 11-20-2014, 06:35 AM
Anisotropic filtering is distoring this game's cutscenes. Does anyone else have the same issue?
11-20-2014, 08:31 AM
Yes, Anisotropic filtering affects (distorts) 2D graphics in multiple games.
05-01-2019, 10:12 AM
Synchronous ubershaders results in black/dark textures on nearly everything but player models. This happens under D3D, OpenGL, or Vulkan. First title I’ve come across that does it. Using synchronous in all others.
Using anything other than synchronous looks normal. |
« Next Oldest | Next Newest »
|
Users browsing this thread: 1 Guest(s)