Dolphin, the GameCube and Wii emulator - Forums

Full Version: [GC] Beyond Good & Evil
You're currently viewing a stripped down version of our content. View the full version with proper formatting.
Pages: 1 2
Hello, this game plays slow (cracking and hiccups) on my rig, which is fairly new. I doubt it's shader cache since it's already cached (replayed a lot), basically the starting battle all through the eye alien. These are my settings (vsync ON is a must):

Code:
[Core]
GFXBackend = OGL
CPUThread = True

[Video_Settings]
UseXFB = True
UseRealXFB = False

[Video_Hacks]
EFBAccessEnable = True

[Video_Hardware]
VSync = True
Did you change Dolphin versions over time? Because the shader cache has to be rebuild every time you do.
You could easily check if the shader cache is the issue by trying it with Ishiiruka and enable "Full Async Shader Cache Generation".
Yes, I mentioned that in my other thread, I tested in both master and Ishiiruka, and while performance increases for Rebel Strike, it doesn't for BG&E. You tell me you don't suffer from these issues while VSync ON? your CPU is basically the same as mine.

EDIT: Sorry, I forgot, YES, it runs fine on Ishiiruka as I described here. I guess my question was more towards master, why would it run slow even with cached shaders?
I don't have Beyond Good and Evil (I got it on PC). Apart from that, I have no game that doesn't run at full speed... except for Rebel Strike... you mean it runs much better without V-Sync? (well, some performance hit is to be expected, obviously)
I pretend to make VSync a must, there's nothing I dislike more than tearing, then revolve remaining settings to this and adequate to full speed.

I already played BG&E HD on 360, this is mostly for my library. Probably someone with the game should test it on master.
The same for me, I never play without V-Sync...
Here's the shader I used for Beyond Good & Evil to zoom the image to avoid the letterbox borders on a 16:9 monitor:

Code:
//
// This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License
// as published by the Free Software Foundation; version 2 of the License.
//
// This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty
// of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.
//


/*[configuration]

[OptionRangeFloat]
GUIName = Aspect ratio correction
OptionName = ASPECT
MinValue = 0
MaxValue = 2
StepAmount = 0.0025
DefaultValue = 0.75

[OptionRangeFloat]
GUIName = Overall zoom
OptionName = ZOOM
MinValue = 0
MaxValue = 2
StepAmount = 0.0025
DefaultValue = 0.97

[OptionRangeFloat]
GUIName = Vertical offset
OptionName = OFFSET
MinValue = 0
MaxValue = 0.2
StepAmount = 0.00025
DefaultValue = 0.11

[/configuration]*/


void main()
{
 float2 coord = float2(0.5,1-GetOption(OFFSET)) + (GetCoordinates()-float2(0.5,1)) * float2(1,GetOption(ASPECT)) / GetOption(ZOOM);
 SetOutput(clamp(coord,0,1)==coord ? SampleLocation(coord) : float4(0));
}

To use it you will have to place it in your Dolphin Emulator\Shaders directory as a .glsl file. In Dolphin's graphics configuration use the OpenGL backend, set the aspect ratio to force 16:9, and select this shader as the post-processing effect. The resulting fullscreen image should look something like this:

[Image: 9eMlI6g.jpg]

As you can see I decided not to get rid of the black bars completely, but to keep some small black bar at the bottom (and therefore also at the sides). This is because, as evident in the example image, the game can put text boxes into the black area at the bottom of the screen and I do not like to see them cut off. (Actually the game can also put some information in the black area above the image, but the only occasion I know of is when playing the Disc Game Mdisk and I do not care about that.)

If you are unhappy with my default choices you can use the post processing shader configuration to change them. There are three sliders:
- Aspect ratio correction: Can be used to stretch the image. The default value of 3/4 exactly cancels the stretching introduced by the force 16:9 setting. (In my opinion you should never change this.)
- Vertical offset: Can be used to move the image up or down. Determines how much is cut off at the top and/or bottom.
- Overall zoom: Can be used to shrink or enlarge the image. Keeps the aspect ratio unchanged.

If for some reason you want to get rid of all black bars completely, you will have to enable the crop checkbox (in advanced graphics configuration) in addition to fine-tuning the settings of the shader.
Very useful, thanks
For some reason the GetOption function wasn't working correctly so I manually input the values and worked:


Code:
void main()

{
 float2 coord = float2(0.5,0.89) + (GetCoordinates()-float2(0.5,1)) * float2(1,0.75) / 0.97;
 SetOutput(clamp(coord,0,1)==coord ? SampleLocation(coord) : float4(0));
}
Pages: 1 2