CyberWhale
Arcane
Doesn't count in that case. I mean there is probably a way to download it without paying a dime to those Yuzu fucks, but fuck them and their paywall.
I figured I might as well note down my experiences emulating Xenoblade 2 since I'm further in now. My gametime says 100 hours, but the game promotes idling. I've been using Yuzu + Vulkan for the vast majority of normal gameplay with Ryujinx on the side for occasional testing, which is also how I played SMTV so that'll make for a good comparison. For reference, this is arguably the most demanding Switch game, running at 720p on a good day on native hardware with frequent dips below that and it only became somewhat playable on emulators half a year ago and has made huge strides since.
The TL;DR:
If you want good performance with minimal issues: Ryujinx at 1x. I can't vouch for the stability, but this should enable people with slightly older CPUs (9th-10th gen/3000 series) to be able to play it.
If you want the best looking game and are fine with some issues that come with using cutting edge tech: Yuzu + Vulkan at 2x with Reshade.
Yuzu has the superior resolution scaler and Vulkan handles both higher resolutions and Reshade like a champ, where OpenGL buckles. 3x made zero difference in visuals to my eye and just introduced box patterns that were definitely distracting. OpenGL is there as a fallback but it gave me 10-15% worse performance at these settings which was enough to make me drop below 30 fps at times and thus the game slowed down. This game greatly benefits from Reshade in my opinion and that's the main reason I am using Yuzu.
Notably, the game has not crashed once during those 100 hours and suffers from far fewer graphical issues than SMTV did, though they're definitely still there. Many of these are Vulkan specific, it being an early access feature and all. SMTV meanwhile had a whole variety of these issues on top of crashing every few hours - compared to that, Xenoblade 2 is a much smoother experience. I only just came across an issue that was noticeable enough and seemingly permanent for the area in question that I opted to switch to OpenGL which renders correctly. Characters had bigtime rainbow lighting applied to them which while not the absolute worst, was definitely unsightly. Other than that, facial animations work very inconsistently (makes for a rather macabre scene when the gang is attending a funeral and the deceased in question is staring into nothingness with a literal dead eye stare), a thin dotted line across the screen (seemingly fixed in the very latest builds, or I got lucky), fullbright/super dark lighting in one indoors area and very rare texture explosion/corruption. I've had one instance where the graphics got so majorly fucked up that I was forced to restart, so that's the closest thing to a crash I suppose. Generally speaking, these issues don't seem to affect regular overworld traversal, so you won't be pestered by them during combat and exploration.
Now, as for the quality of the game itself, I'll save that for the JRPG thread once I've actually beat the game. Lots to talk about for sure.
Yeah it still needs plenty of work. I doubt it'll leave EA for months to come, but I don't mind trying out experimental stuff even if it means a bumpy ride.I figured I might as well note down my experiences emulating Xenoblade 2 since I'm further in now. My gametime says 100 hours, but the game promotes idling. I've been using Yuzu + Vulkan for the vast majority of normal gameplay with Ryujinx on the side for occasional testing, which is also how I played SMTV so that'll make for a good comparison. For reference, this is arguably the most demanding Switch game, running at 720p on a good day on native hardware with frequent dips below that and it only became somewhat playable on emulators half a year ago and has made huge strides since.
The TL;DR:
If you want good performance with minimal issues: Ryujinx at 1x. I can't vouch for the stability, but this should enable people with slightly older CPUs (9th-10th gen/3000 series) to be able to play it.
If you want the best looking game and are fine with some issues that come with using cutting edge tech: Yuzu + Vulkan at 2x with Reshade.
Yuzu has the superior resolution scaler and Vulkan handles both higher resolutions and Reshade like a champ, where OpenGL buckles. 3x made zero difference in visuals to my eye and just introduced box patterns that were definitely distracting. OpenGL is there as a fallback but it gave me 10-15% worse performance at these settings which was enough to make me drop below 30 fps at times and thus the game slowed down. This game greatly benefits from Reshade in my opinion and that's the main reason I am using Yuzu.
Notably, the game has not crashed once during those 100 hours and suffers from far fewer graphical issues than SMTV did, though they're definitely still there. Many of these are Vulkan specific, it being an early access feature and all. SMTV meanwhile had a whole variety of these issues on top of crashing every few hours - compared to that, Xenoblade 2 is a much smoother experience. I only just came across an issue that was noticeable enough and seemingly permanent for the area in question that I opted to switch to OpenGL which renders correctly. Characters had bigtime rainbow lighting applied to them which while not the absolute worst, was definitely unsightly. Other than that, facial animations work very inconsistently (makes for a rather macabre scene when the gang is attending a funeral and the deceased in question is staring into nothingness with a literal dead eye stare), a thin dotted line across the screen (seemingly fixed in the very latest builds, or I got lucky), fullbright/super dark lighting in one indoors area and very rare texture explosion/corruption. I've had one instance where the graphics got so majorly fucked up that I was forced to restart, so that's the closest thing to a crash I suppose. Generally speaking, these issues don't seem to affect regular overworld traversal, so you won't be pestered by them during combat and exploration.
Now, as for the quality of the game itself, I'll save that for the JRPG thread once I've actually beat the game. Lots to talk about for sure.
Yuzu w/ Vulkan makes has corrupted colors/light for me. Has had it for a long time now.
On a related note, I tried out XBC X a couple times recently and could not get the 60 fps patch to work no matter what. I know some Cemu update earlier this year broke it, so I did my best to track down a couple earlier versions, yet no luck. This is extra maddening because it is reminding me of my experiences with Drakengard 3 which absolutely will not work with the fps unlocking patch on RPCS3 no matter what I try. Tried it back when you had to manually edit the patches, tried it with the more recent automatic patch manager, nothing. My copies for these two games must be cursed.
Lost Odyssey runs perfectly on my rig (10400F+1660S) with lots of room for fast-forwarding.
That's interesting, I thought this was going to be impossible without vendors actually implementing the EXT_fragment_shader_interlocked extension.Vulkan renderer is coming to PCSX2 by Stenzek (As part of the new qt gui project)
https://github.com/PCSX2/pcsx2/pull/5224
I've realized the obvious errors of my aspect-related ways, described in this post.
After all, seeing the right way shouldn't be that hard (check circular elements)
In my defence I can only say that I was getting horrible scaling artifacts when using my scaler (Normal2x) with AC on, while without it, everything from DOS, through NC and game itself looked crisp as princess Leia's buttcheeks.
As an old european Amiga user I can confirm that the aspect ratio was a messy thing in those old days. To further complicate the situation, usually with the PAL monitors (as the 1084) you were able to fine tune the vertical stretch of the CRT image at your leisure.And, as a sidenote, all Amiga games made in the USA must be similarly aspect-ratio corrected too. Amiga lowres is 320x200 in NTSC, so we have the exact same situation as with the the DOS games. There are only a few European made PAL games that use 320x256 with square pixels. To complicate matters further, some European made Amiga games only use a 320x200 area of the 320x256 PAL screen (because they knew they wanted to sell the game in the USA as well), and they look completely fine on PAL (with letterboxing), while they look stretched on NTSC. This kinda makes sense because the European graphics artist was working in PAL mode with square pixels, he just didn't use the whole screen. Elvira I and II and Waxworks are such games, for example. NTSC users were kinda fucked, they just had to put up with streched gfx...
fullresolution = desktop
output = default (uses Direct3D in Windows)
aspect = true
scaler = normal2x (default in this build)
-console
Which is IMO retared, since DOSBox will go from full-screen to window to display this:For screenshot and MIDI/OPL recording, DOSBox-X will now display a message box showing the saved file name when the recording has been completed, in case the user wants to know where the recording has been saved. The full file paths will also be recorded in the DOSBox-X logging file.
Do you want me to disrupt your thread with a rant about people who hate their retarded threads getting disrupted by my rants? jk no homoThanks, BROs.
Also: some mod should probably move recent Unreal's rants about AR in the "Screenshot" thread to this thread, before the guy gets tagged / warned.
After all, I don't think we should disturb the flow of New Vegan and indie crap #26573 screenshots with things like debating proper AR of old PC games from the golden era.