SoulCalibur III: Difference between revisions
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|wikipedia = [http://en.wikipedia.org/wiki/Soulcalibur_III Link] | |wikipedia = [http://en.wikipedia.org/wiki/Soulcalibur_III Link] | ||
|reviewlinks = [http://www.gamespot.com/ps2/action/soulcaliburiii/players.html?tag=player-reviews;header;more Link] | |reviewlinks = [http://www.gamespot.com/ps2/action/soulcaliburiii/players.html?tag=player-reviews;header;more Link] | ||
|reviewscore = 8.6 | |reviewscore = 8.6/10 | ||
<!-- NTSC-U props --> | <!-- NTSC-U props --> | ||
|NTSCU = 1 | |NTSCU = 1 | ||
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==Known Issues | ==Known Issues== | ||
{{Issue | |||
Sometimes while | |IssueName=SPS (Spikey Polygon Syndrome) | ||
|IsFixed=0 | |||
|IssueLevel=-1 | |||
|Description=Sometimes while playing parts of the character's body look like falling off or going across the screen. | |||
|Workaround=Set the '''VU clamping mode''' to "Extra".<br> | |||
Alternatively you can set the '''VU clamping mode''' to "Normal" and the '''EE clamping mode''' to "None" : it won't look as good (SPS will still occur but it will fade away by itself) in a few second but it will increase the fps | |||
}} | |||
{{Issue | |||
Sometimes after a character falls from the arena and respawns it's facing the wrong way or the camera is stuck someplace else. | |IssueName=Respawn Issues | ||
|IsFixed=0 | |||
|IssueLevel=-1 | |||
|Description=Sometimes after a character falls from the arena and respawns it's facing the wrong way or the camera is stuck someplace else. | |||
|Workaround=Set the '''VU clamping mode''' to "Extra".<br> | |||
Alternatively set the VU clamping mode to "Normal" and the EE clamping mode to "None" | |||
}} | |||
{{Issue | |||
Using high resolution in GSdx brings some thin lines over the screen. | |IssueName=Thin vertical lines | ||
|IsFixed=0 | |||
|IssueLevel=0 | |||
|Description=Using high resolution in GSdx brings some thin lines over the screen. | |||
|Workaround=You can either: Use native resolution or use 1260x(any) resolution. You can subtract any multiple of 60 from 1260 (eg, 1200, 1140, 1080, etc) as needed for performance, but no horizontal resolution greater than 1260 works. Vertical resolution has no effect on the black bars, so you can set this to any value you desire. In older GSdx versions, 1270 rather than 1260 works in the same manner. | |||
Don't use HW AA, it will cause the problem even in "Native" resolution. | |||
}} | |||
{{Issue | |||
Some stages are darker than normal in GSdx hardware mode. | |IssueName=Darkness in some stages | ||
|IsFixed=0 | |||
|IssueLevel=0 | |||
|Description=Some stages are darker than normal in GSdx hardware mode. | |||
|Workaround=skipdraw=2 in hardware mode or software mode (F9) in GSdx helps with this but some stages will not show shadows where they should. | |||
}} | |||
{{Issue | |||
At resolutions higher than native and using hardware DX, ghosting occurs. | |IssueName=Ghosting in higher Resolutions | ||
|IsFixed=0 | |||
|IssueLevel=0 | |||
|Description=At resolutions higher than native and using hardware DX, ghosting occurs. | |||
|Workaround=Enable "Wild Arms Offset" in hardware hacks, gsdx plugin | |||
}} |
Revision as of 08:22, 3 August 2014
Developer(s): Namco
Genre: Fighting
Wikipedia: Link
Game review links: Link
Game review score: 8.6/10
Test configuration on Windows:
PCSX2 version: | 0.9.8 |
Graphics by GSDX: | r4600 |
Sound by SPU2-X: | r4600 |
Pad plugin is LilyPad: | r4510 |
BIOS version: | USA v2.00 |
Comments:
- Using Progressive Mode in the game makes it play half as slow but with music playing at normal rate.
- If you can't play the sound at normal speed you should consider using Async rather than Time-stretched in SPU2-X options (it doesn't break the game)
- After GSdx r4600 the game is much slower, recommended to use GSdx r4600 max.
Hack comments: Hacks: INTC, Wait Idle Loop, mVU Flag Hack, Allow 8-bit textures (GSdx).
- Using EE/VU cycle speedhacks increase the speed but reduce the smoothness, not recommended.
- Reducing clamps cause more issues, not recommended.
PCSX2 version: | untested |
Graphics by ZZogl: | untested |
Sound by SPU2-X: | untested |
PC specs used to test the game:
CPU: | Intel Pentium Dual-Core (3.6GHz) |
GPU: | Nvidia 9600GT 512MB |
Comments:
- 40-60/60 with only recommended hacks and Allow 8-bit Textures. Can get 60/60FPS using the cycle rate speedhacks.
Known Issues
SPS (Spikey Polygon Syndrome)
- Type: Not an issue
- Description: Sometimes while playing parts of the character's body look like falling off or going across the screen.
- Workaround: Set the VU clamping mode to "Extra".
Alternatively you can set the VU clamping mode to "Normal" and the EE clamping mode to "None" : it won't look as good (SPS will still occur but it will fade away by itself) in a few second but it will increase the fps
Respawn Issues
- Type: Not an issue
- Description: Sometimes after a character falls from the arena and respawns it's facing the wrong way or the camera is stuck someplace else.
- Workaround: Set the VU clamping mode to "Extra".
Alternatively set the VU clamping mode to "Normal" and the EE clamping mode to "None"
Thin vertical lines
- Status: Active
- Type: Minor
- Description: Using high resolution in GSdx brings some thin lines over the screen.
- Workaround: You can either: Use native resolution or use 1260x(any) resolution. You can subtract any multiple of 60 from 1260 (eg, 1200, 1140, 1080, etc) as needed for performance, but no horizontal resolution greater than 1260 works. Vertical resolution has no effect on the black bars, so you can set this to any value you desire. In older GSdx versions, 1270 rather than 1260 works in the same manner.
Don't use HW AA, it will cause the problem even in "Native" resolution.
Darkness in some stages
- Status: Active
- Type: Minor
- Description: Some stages are darker than normal in GSdx hardware mode.
- Workaround: skipdraw=2 in hardware mode or software mode (F9) in GSdx helps with this but some stages will not show shadows where they should.
Ghosting in higher Resolutions
- Status: Active
- Type: Minor
- Description: At resolutions higher than native and using hardware DX, ghosting occurs.
- Workaround: Enable "Wild Arms Offset" in hardware hacks, gsdx plugin