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[Wii] Red Steel 2
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[Wii] Red Steel 2
01-09-2011, 02:33 AM
#11
dephined Offline
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In the menu it often says that the wiimome has been disconnected, but it's enough to reconnect it with ALT+F5 for trying to play the game (I said trying because it has so much stuttering that it is almost impossible to play it)...
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02-12-2011, 10:25 PM (This post was last modified: 02-12-2011, 10:49 PM by kylebisme.)
#12
kylebisme Offline
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I just bought this game the other day figuring I'd have to play it on my Wii after reading complains of the stuttering, but found in OpenGL mode it runs much smoother, albeit notably slower too. Wondering what the issue back when I was using DX 9 and found over 20,000 pixel shaders had been created. For example sake, here is just after starting a new game and walking through a few rooms to the practice dummy part and then spinning in a circle:

   

~3000 pixel shaders, it was ~700 less before I spun around. Looking around a bit I found people saying the OpenGL plugin doesn't support shader caching, so I'm guessing that's what is making the D3D plugins chug, which begs the question; is the some way to disable shader caching in DX 9?
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02-12-2011, 11:14 PM (This post was last modified: 02-12-2011, 11:15 PM by neobrain.)
#13
neobrain Offline
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OGL sure does support shader caching, the shaders just don't get written to disc (which is what happens in DX9 to make recompiling unnecessary). DX9 should be at least as fast as OGL when running the game a second time (only at the same scene though!) IF shader compilation is at fault.
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02-13-2011, 12:02 AM
#14
kylebisme Offline
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Just loading up the same little area over and over again DX9 chugs like mad until the pixel shader count stops going up, while OGL is smooth from the start. The pixel shader count keeps going up every time I load up my save and as I walk around the same little area, hundreds of shaders each second while moving around, which leads me to believe the game is generating shaders dynamically, undermining the point of caching. I tried running Dolphin from a ramdrive in the hopes that would help, but it didn't. But after the pixel shader count stops going up, the framerate is much better than in OGL, so is there anything else I could try to get DX9 running smooth?
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02-13-2011, 12:41 AM
#15
neobrain Offline
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02-13-2011, 10:42 AM (This post was last modified: 02-13-2011, 10:44 AM by kylebisme.)
#16
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Fair enough. I'll be swapping out my video card for a faster one on Tuesday, so hopefully that makes the difference in getting decent framerate in OGL. I suppose I'll hold out until then before trying to move my save file over to my Wii. It's a really captivating game, I got sucked in playing even with the horrible chugging in DX9 mode.

Anyway, for anyone else trying to play the game on Dolphin, OGL mode is much smoother, force filtering totally garbles the videos, though they're always a little glitched out in anything but DX11 mode which chugs to much in game to be playable. Also, efb to texture has some graphics issues in various spots which efb to ram resolves, though I've seen some occasionally glitchy graphics either way.
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02-13-2011, 11:19 AM
#17
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Unlikely that switching video cards will help, I have a GTX 460 and performance still sucks with OpenGL compared to DirectX 9 and DirectX 11.
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02-13-2011, 11:23 AM
#18
kylebisme Offline
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Well sure I understand that a faster videocard won't make OGL run as fast as D3D, I'm just hoping that OGL on a GTX 470 will run a good bit faster than OGL on my GTX 260.
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02-17-2011, 11:30 AM (This post was last modified: 02-17-2011, 11:30 AM by wiggy2k7.)
#19
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(12-08-2010, 11:08 AM)StripTheSoul Wrote: what a shame...the speed is really good in this game...it's just totally f***ed up by the load stuttering which in this game is worse than in any other it seems.

Yep, this is what i get too. When i look around it stutters like mad... Could this be fixed in future updates ???

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02-17-2011, 11:58 AM
#20
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Did you try the OpenGL plugin? It's slower but a lot smother for me, and I found if I set frame skipping to 1 the game doesn't slow down nearly as much when the framerate drops, but oddly the framerate still goes up to 60 in less intensive scenes.
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