[Wii] Zelda Twilight Princess
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12-05-2009, 04:40 PM
For those with low fps in some area > try in direct3d mode and fullscreen, strangely it change everthing, got 30fps when before i had only 18
12-06-2009, 12:09 AM
you get 30fps even in hyrule field?
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
hmm, try messing around with dx3d settings im getting 60 fps max and watchdog on auto wont limit it to 30 which makes it hard to play.
hmm, try messing around with dx3d settings im getting 60 adverage fps and watchdog on auto wont limit it to 30 which makes it hard to play.
Windows 7 x64 | AMD Athlon II X2 245 @ 3.3GHz | 2.00 GB of RAM | GeForce 9600 GT FOC
12-06-2009, 09:23 AM
What version is everyone using? Is the a difference in speed between the PAL and NTSC versions like with SMBB?
12-07-2009, 08:41 PM
Did anyone ever discover a fix for the reversed nunchuck controls? I'm still having this issue. Framerate is terrible without bloom hack, and controls are reversed with it. I don't really have access to the GC version, and would really love to play this with the wiimote. Anyone have any suggestions here?
I have this game running near perfect (constant 29/30fps) on svn 5020 with a few exceptions; first off the music is glitchty in parts, the on screen map doesnt render correctly (seems to be an issue with EFB to Texture that causes that) also a few items not rendering correctly ie wavy grass
My settings for this game are; ISO Config (TICKED): Enable dual core Enable idle skipping Force filtering Enable efb to texture All others unticked ie; global off Config General: Framelimit auto JIT Compiler (JITIL -8 FPS Average on my build) D3D Config imo d3d is best ive had a good play around with openglide and cant match the quality or speed V-Sync off Aspect Ratio auto AA: 4XSSAA This seems to render the best for me, its not a speed issue just any use of multisampling aa seems to make the game look like a blurry soup, so this one ur getting as much aa possible without the soup lol Enable CPU>EFB Enhancements; EFB Scaled Copy Hires texture off (4/5 fps difference) You can have a play with the other 2, tbh i couldnt notice any difference in quality or speed EFB copy to texture vs EFB copy to ram Using efb copy to ram seems to fix the onscreen map (and possibly a few other bugs i havent noticed) however it also breaks anti-aliasing and makes the whole game look abit pantish, u can get around this using the bloom projection hack although that reversed controls on mine and obviously removes all the bloom effects which i like to have on anyway Worth noting changing audio backend to openal improves gamespeed quite alot however the sound skips on mine which is unfortunate
Intel Q6600 @2.4 x 4
Nvidia GTX 260 07-19-2011, 11:58 AM
Game runs full speed but it hitches for a second when attacking an enemy and the Red Spark effect shows
CPU core i7 950 @ 4.0Ghz GPU crossfire Radeon HD 5870 RAM 6GB DDR3 1600
07-19-2011, 04:00 PM
(07-19-2011, 11:58 AM)cH053n Wrote: Game runs full speed but it hitches for a second when attacking an enemy and the Red Spark effect shows OK... I've never played this game before... after looking at a video of the sword training on youtube it has the same attack hitch that I'm seeing...
CPU core i7 950 @ 4.0Ghz GPU crossfire Radeon HD 5870 RAM 6GB DDR3 1600
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