

- #SUPER MARIO GALAXY 2 ISO GOOGLE DRIVE 720P#
- #SUPER MARIO GALAXY 2 ISO GOOGLE DRIVE 1080P#
- #SUPER MARIO GALAXY 2 ISO GOOGLE DRIVE FULL#
#SUPER MARIO GALAXY 2 ISO GOOGLE DRIVE 1080P#
Other Hacks: Cache Display List, OpenCL Texture Decoder, Fast Depth Calculation, OpenMP Texture Decoder, Vertex Streaming Hack.DPS LLE Recompiler, DPSLLE on Separate Thread, XAudio2Ħ0 - 70FPS DX9 1080p (4x Internal res), No AA and AF at 16x. Scaled EFB Copy, Force Texture Filtering, Disable Fog, Per-Pixel Lighting. Use DX9, LLE audio, LLE on thread, Vbeam Speed Hack.Ħ0FPS and no audio stutter.

Also, game is playable with a Dualshock 3 controller with the right mapping.Ĭonstant 60FPS and perfect audio in 1080p (with 4x internal res). For Grand Star levels (LLE required), it'll go down to as low as 75% speed, easily fixed by going DX9 and no AA. Solid 60FPS playing 1080p, Auto (Window Size), 4x AA & 16x AF DX11, Scaled EFB Copy, Disable Fog, Per-Pixel Lighting enabled Skip EFB access unchecked, EFB Copies -> Texture, Texture Cache -> Fast, all 'other' checked (except Disable Destination Alpha) DSP HLE XAudio2Ħ0FPS, plays like butter at 2560x1440px, 4x internal resolution, 4x AA, 16x AF, HLE XAudio2. Skipping destination alpha pass caused graphical issues, but all other hacks didn't seem to impede visual quality. 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).
#SUPER MARIO GALAXY 2 ISO GOOGLE DRIVE 720P#
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
#SUPER MARIO GALAXY 2 ISO GOOGLE DRIVE FULL#
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: Test Entries
