Dolphin, the GameCube and Wii emulator - Forums

Full Version: [Wii] Tatsunoko vs. Capcom: Ultimate All-Stars
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anyone know if in some not so far future they wll fix the glitch when we get cover of atks, the game is awesome and this is the only thing is missing but is still pleyable and fun in my opinion is better the jpn version but i want to play whit zero Big Grin.
General Settings

[Image: Config-1.png]

[Image: config2.png]

Directx9 Settings

[Image: config3_d9.png]

[Image: config3_d9_2.png]

[Image: config3_d9_3.png]

OPENGL Settings

[Image: config_gl_1.png]

[Image: config_gl_2.png]

DOLPHIN BUILD SVN R 4953

OpenGL Setting, Run at full speed (50~60fps), No hiccup(Special Move)

Directx9 Setting, Run at full speed (50~60 FPS), No hiccup(Special Move)


FPS goes down sometime during fight (Doesn't happen much)


** I noticed if you switch between main windows to fullscreen or vice versa you'll experience hiccup for a while during special move. If you start the game at full screen right away via the dx9\opengl settings everything is fine. Just don't alt+enter.


Btw anyone have the save game with everything unlocked ? Smile I already have unlocked 2 players but i want everything unlock.

Enjoy!

Spec: Intel Duo 6750, 3.4ghz, 2x2ddr800, gtx 260, 2x500gig WD raid 0
So open gl is slower on the american version? I know the ntsc-j version runs fullspeed in open gl and you can stop the first hit stutter by disabling material lighting and get rid of any black artifacts by checking destination alpha pass. How does those open gl settings stack up to the ntsc version? Why do you have lock thread to cores enabled?
(01-27-2010, 07:27 AM)jedikevin20 Wrote: [ -> ]So open gl is slower on the american version? I know the ntsc-j version runs fullspeed in open gl and you can stop the first hit stutter by disabling material lighting and get rid of any black artifacts by checking destination alpha pass. How does those open gl settings stack up to the ntsc version? Why do you have lock thread to cores enabled?

Nah opengl run as fast. There some gfx glitch with the background but that's about it.


Lock Thread to core enabled was a error. ( I didn't see any improvement with that enable or not.)
Runs nearly perfect, as previously noted. Almost identical to the Jap version, performance-wise (including the stuttering during your first match), though it seems a bit slower in OpenGL mode.

(Also, as noted, the intro video isn't half as good as the Japanese version, but that has little to do with emulation. Wink)
I had to have this game, I grew up watching G-force and playing street fighter Big Grin (this is way better than SF5!)
Anyways i made a video, its the fight before Yami http://www.youtube.com/watch?v=VNwZq1vDxNE
2 More days to wait over Here in Belgium :'(
Anyone managed to get rid of hiccups?
here runs pretty fine (except for the hiccups on special moves)
=x
(01-27-2010, 03:26 PM)vbkun Wrote: [ -> ]Anyone managed to get rid of hiccups?
here runs pretty fine (except for the hiccups on special moves)
=x


I have no hiccups at all... read my previous post for settings.
ow i tried them

but still (well on build 4965)
if i run it at full screen from start, improves a lot, but they will eventually show up
i'll try later with 4953
=d

-------edit

Just did some more testing

4953 go me sortta slow perf. (30 fps even in 848x480) and still hiccups
but
in 4965 i got performance to improve to 60 fps @ in game and menus+ solved 99% of hiccups (i only got one hiccup for 4 fights) by disabling "enable idle skipping"

With enable idle skipping on i would get 30fps on menus (any res.) and 30-35 at @1920x1080

ps: since i don't have it at signature, runnin i5 750 + 4 gb ram + hd4770
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