Difference between revisions of "Gal*Gun 2"
m (updated template usage) |
(VR DLC description) |
||
Line 129: | Line 129: | ||
|dualshock 4 modes = unknown | |dualshock 4 modes = unknown | ||
|dualshock 4 modes notes = | |dualshock 4 modes notes = | ||
− | |tracked motion controllers= | + | |tracked motion controllers= true |
|tracked motion controllers notes = | |tracked motion controllers notes = | ||
|tracked motion prompts = unknown | |tracked motion prompts = unknown | ||
Line 188: | Line 188: | ||
|fan = | |fan = | ||
}} | }} | ||
+ | }} | ||
+ | |||
+ | ==VR support== | ||
+ | {{ii}}VR requires the purchase of a DLC. | ||
+ | {{VR support | ||
+ | |gg3d name = | ||
+ | |native 3d gg3d award = | ||
+ | |nvidia 3d vision gg3d award = | ||
+ | |tridef 3d gg3d award = | ||
+ | |iz3d gg3d award = | ||
+ | |native 3d = | ||
+ | |native 3d notes = | ||
+ | |nvidia 3d vision = | ||
+ | |nvidia 3d vision notes = | ||
+ | |tridef 3d = | ||
+ | |tridef 3d notes = | ||
+ | |iz3d = | ||
+ | |iz3d notes = | ||
+ | |vr only = false | ||
+ | |htc vive = true | ||
+ | |htc vive notes = | ||
+ | |oculus rift = true | ||
+ | |oculus rift notes = | ||
+ | |osvr = false | ||
+ | |osvr notes = | ||
+ | |windows mixed reality = false | ||
+ | |windows mixed reality notes = Can be made working on WMR using ReVive. | ||
+ | |keyboard-mouse = false | ||
+ | |keyboard-mouse notes = | ||
+ | |3rd space gaming vest = | ||
+ | |3rd space gaming vest notes = | ||
+ | |novint falcon = | ||
+ | |novint falcon notes = | ||
+ | |trackir = | ||
+ | |trackir notes = | ||
+ | |tobii eye tracking = | ||
+ | |tobii eye tracking notes = | ||
+ | |play area seated = true | ||
+ | |play area seated notes = | ||
+ | |play area standing = true | ||
+ | |play area standing notes = | ||
+ | |play area room-scale = false | ||
+ | |play area room-scale notes = | ||
}} | }} | ||
Revision as of 19:56, 25 April 2019
Developers | |
---|---|
Inti Creates | |
Publishers | |
PQube Limited | |
Release dates | |
Windows | July 20, 2018 |
Gal*Gun | |
---|---|
Gal*Gun: Double Peace | 2016 |
Gal*Gun VR | 2017 |
Gal*Gun 2 | 2018 |
Gal*Gun Returns | 2021 |
General information
Availability
Source | DRM | Notes | Keys | OS |
---|---|---|---|---|
Green Man Gaming | ||||
Humble Store | ||||
Steam |
Game data
Configuration file(s) location
System | Location |
---|---|
Windows | %LOCALAPPDATA%\GalGun2\Saved\Config\WindowsNoEditor |
Steam Play (Linux) | <SteamLibrary-folder>/steamapps/compatdata/851890/pfx/[Note 1] |
Save game data location
System | Location |
---|---|
Windows | %LOCALAPPDATA%\GalGun2\Saved\SaveGames |
Steam Play (Linux) | <SteamLibrary-folder>/steamapps/compatdata/851890/pfx/[Note 1] |
Save game cloud syncing
System | Native | Notes |
---|---|---|
Steam Cloud |
Video settings
Input settings
Audio settings
Localizations
Language | UI | Audio | Sub | Notes |
---|---|---|---|---|
English | ||||
Japanese |
VR support
- VR requires the purchase of a DLC.
Headsets | State | Notes | |
---|---|---|---|
SteamVR | |||
Oculus VR (LibOVR) | |||
Windows Mixed Reality | Can be made working on WMR using ReVive. | ||
OSVR |
Devices | |||
---|---|---|---|
Tracked motion controllers | |||
Traditional controller | |||
Keyboard/Mouse |
Play area | |||
---|---|---|---|
Seated | |||
Standing | |||
Room-scale |
Tweaks
Anti-Aliasing
Gal*Gun 2 uses Temporal AA (TAA) by Default, like most games that use Unreal Engine 4. While this does a somewhat decent job at removing aliasing, it does introduce motion artifacts and flicker. This can be changed between FXAA and TAA by adding "[/Script/Engine.RendererSettings]r.DefaultFeature.AntiAliasing=1" to the "Engine.ini" file in "%localappdata%/GalGun2/Saved/Config/WindowsNoEditor", and by changing between 1 or 2. You also have the option of disabling AA entirely, and instead use downsampling from a high resolution (Such as 2160p/4K).
Windowed/Borderless
Gal*Gun 2 doesn't have an individual borderless fullscreen option, alongside Fullscreen and Windowed, but this can be changed between Exclusive Fullscreen and Borderless Fullscreen by editing the "GameUserSettings.ini" file in "%localappdata%/GalGun2/Saved/Config/WindowsNoEditor"
Vertical Sync
This can be achieved by forcing VSync in the GPU control panel, or by adding "[SystemSettings] r.VSync=1" to the "Engine.ini" file in "%localappdata%/GalGun2/Saved/Config/WindowsNoEditor".
Anisotropic Filtering
This can be achieved by forcing Anisotropic Filtering in the GPU control panel, or by adding "[TextureQuality@3]r.MaxAnisotropy=16" to the Scalability.ini file in "%localappdata%/GalGun2/Saved/Config/WindowsNoEditor", alongside changing 16 to the multiplier that you want (Such as 2, 4, 8, or 16).
Other information
API
Executable | 32-bit | 64-bit | Notes |
---|---|---|---|
Windows |
System requirements
Windows | ||
---|---|---|
Minimum | Recommended | |
Operating system (OS) | 7 | 8.1, 10 |
Processor (CPU) | Intel Core i5-4670 AMD FX 8350 | |
System memory (RAM) | 4 GB | 8 GB |
Hard disk drive (HDD) | 8 GB | |
Video card (GPU) | Nvidia GeForce GTX 970 AMD Radeon RX 570 DirectX 11 compatible | Nvidia GeForce GTX 1080 AMD Radeon RX 480 |
Notes
- ↑ 1.0 1.1 Notes regarding Steam Play (Linux) data:
- File/folder structure within this directory reflects the path(s) listed for Windows and/or Steam game data.
- Games with Steam Cloud support may also store data in
~/.steam/steam/userdata/<user-id>/851890/
. - Use Wine's registry editor to access any Windows registry paths.
- The app ID (851890) may differ in some cases.
- Treat backslashes as forward slashes.
- See the glossary page for details on Windows data paths.