![]() ![]() Note: Please compress your shader caches with 7-Zip or WinRAR before uploading them. When an emulator updates the way it handles shaders, it may break compatibility with previous shader caches for this reason, the shader version is listed below. The only drawback here is that someone has to play through the game once to 'build' a cache that can be used by others. Another approach is to cache the system's raw shader pipeline and then compile the shaders before the game even starts. A mitigation to this stuttering is to compile the shaders asynchronously to the emulator, but this has its own drawback in that in the time it takes to compile the shader, the effect in-game that relies on it won't be shown. The simplest way to do this is to recompile them at runtime, but that's slow and can cause stuttering every time a new shader is loaded in the game. Configuration: 1080p, 4xMSAA, Vsync: ON, Region: PAL, Graphics Backend: Vulkan, SafeTextureCacheColorSamples = 512, Gecko Widescreen Hack.Modern consoles and their games make heavy use of precompiled shaders specific to their GPUs, and these shaders can't be run natively on PC hardware, so they need to be translated or recompiled. ![]() Everything else works fine with default settings. There's barely any difference between LLE and HLE audio, but there are some missing sounds in HLE such as the ship's blast off sound at the end of each day using LLE resolves this. The enemy showcase video after the end credits drops frames without Texture Cache Accuracy: Medium, most noticeable on the scrolling text. Some issues with stereo sound using HLE but otherwise fully playable. Can have minor slowdown in Forest of Hope with 100 pikmin out. Runs okay at 29FPS with resolution (1920x1080) running in fullscreenĪlmost perfect. Runs perfectly at 60FPS with 3x native resolution (1920x1584) running in fullscreen at 1280x1024 Experiences minor slowdowns (~24-27FPS) when more than approximately 60 pikmin are on-screen at the same time. Runs smoothly with fully working, bug/crackle-free sound at 30FPS with Progressive Scan enabled, and the internal resolution set to 3x native (1920x1584) running in fullscreen at 1092x1080 with scaled EFB copies, EFB on and set to virtual, OpenMP Texture Decoder on but otherwise default settings. AR Codes no longer appear to crash the Emulator on Startup Perfect, minor slow down with 100 Pikmin in the field with LLE Audio enabled. Perfect, without any crash or slowdown during all game, just some audio crackling sometimes, I recommend LLE audio plugin Perfect, but having more than 60 active Pikmins causes the game to slow down. No bugs encountered, completely finished the game. Works great at 100% speed almost all of the time, using 80+ Pikmin will cause a slight slowdown (from 100% to 87%, not major at all). (: Game completed! Sound disappears in intro and some other places. This title has been tested on the environments listed below: However, compatibility may extend to prior revisions or compatibility gaps may exist within ranges indicated as compatible due to limited testing. The graph below charts the compatibility with Pikmin since Dolphin's 2.0 release, listing revisions only where a compatibility change occurred.Ĭompatibility can be assumed to align with the indicated revisions. ![]() Only configuration options for the best compatibility where they deviate from defaults are listed. Pikmin 4K Texture Pack by HenrikoMagnifico ![]() To avoid conflicts, make sure that Widescreen Hack is disabled while using these codes. The following Action Replay codes work as a replacement, causing fewer issues. The built-in Widescreen Hack causes clipping and reflection issues. Setting Texture Cache Accuracy to Medium resolves the issue. The enemy showcase reel that plays after the credits when you achieve the Happy Ending has minor stuttering with default settings, most noticeable on the scrolling text. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |