Smooth 60FPS playing at 1080p with internal resolution set to 2x, with occasional drops during sequences where Mario flies between planets and high action shots, but generally it stays above 55FPS. Maybe because "Framebuffer errors affect many configurations when using OpenGL" ? Please fix it ! =D Playable mostly 60FPS with drops to low 50 (minimum 83% game speed) at 1080p internal res at auto no AA LLE sound with vbeam on and idle skipping off to make sound smooth when game drop to 50FPS.įramerate usually block to 30FPS Max with and without filter, upscaling Max and other options it's exactly the same, 30FPS Max, it's very slow, sometimes the game play fullspeed few minutes =(, other game run fullspeed without problem. Playable stable 10FPS at 800圆00 internal res at 1.5x no AA or Anisotropic But with DSP-LLE the music lags extremely, that's why I play it with the DSP-HLE plugin unless I'm at GrandStar level. At GrandStar-Levels it just worked with DSP-LLE plugin and not with DSP-HLE and XAudio2 back-end. Though CPU speed varies between 60% and 100%(In the most levels its 90%-100%, but in some the speed is about 60%-70% which leads to lagging).
Playable stable 60FPS at 720p internal resolution. at 2x, DSP-HLE, 40FPS in DSP-LLE (needed for Grand level stars) Playable 50-60FPS on DX9 at 1920x1200, no AA or Anisotropic, internal res. Almost perfect emulation, game crashed randomly sometime
World 3 is slower than other worlds.ĭX11, full 1080p (internal res: auto, 1080p at fullscreen), FPS usually at fullspeed, rarely go under 50FPS. Anti Aliasing of any kind causes shadows and outlines to not be rendered properly. Perfect in most areas while using DX11, 50-60FPS, 720p, Vsync enabled, EFB access enabled, 2x Internal Resolution, 16x Anisotropic Filtering, music stops after a few minutes while using DSP HLE, game stutters while using DSP LLE. Perfect with DX11, 55-60FPS, Vsync enabled, EFB access enabled, XFB enabled Visually fine, 50% speed on D3D9 with fog off Perfect with DX11 Plug-in faster than DX9 in this game, 25~50FPS, disable EFB access increase performance but you're unable to use the star pointer, disable native resolution and EFB scaled copy increase performance Super Mario Galaxy 2 on Dolphin (Wii and GameCube emulator) 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.
Fixed by 5.0-14041Ĭompatibility can be assumed to align with the indicated revisions.
It's a problem bound to PC hardware and driver, you can also try Bluetooth Passthrough.īoss roar effects are not visible. Seems like it might have something to do with the computer's Bluetooth dongle not granting enough bandwidth for the Wii Remote to receive the sounds and transmit controls at the same time. To remedy this, go to Dolphin Controller Configuration Window and disable (untick) Enable Speaker Data and this will mute the Wii Remote speaker, fixing the starbit slowdown problem. The Wii Remote slows down when collecting starbits.
English, Spanish, or French for NTSC-U (SB4E01).On older versions of Dolphin (or if Mismatched Region Settings is turned on), you may need to change the Wii language setting manually (Options > Configuration > Wii > System Language) and choose a compatible language by region: With Dolphin 5.0-10866 or newer, the language setting will automatically match the region of the game, and there is a new setting (Options > Configuration > General > Allow Mismatched Region Settings) used for optionally disabling this behavior. Super Mario Galaxy 2 might not start unless the Wii language setting is set to a value matching the region of the game. 2.2 Yoshi's tongue not working with Direct3D 12Įmulation Information Language Region Mismatch.1.2 Wii Remote Lag When Collecting Starbits.It is the fourth original 3D platformer in the Mario series, after Super Mario 64, Super Mario Sunshine, and Super Mario Galaxy. While its gameplay is based on that of its predecessor, the game was updated with gravity effects and new power-ups. The game's levels are galaxies filled with minor planets and worlds. It was released in North America on May 23, 2010. It was first announced at E3 2009, and is the sequel to Super Mario Galaxy. Super Mario Galaxy 2 is a platforming video game developed by Nintendo for the Wii.