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Difference between revisions of "Gal*Gun 2"

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m (updated template usage)
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{{Infobox game/row/publisher|PQube Limited}}
 
{{Infobox game/row/publisher|PQube Limited}}
 
|engines      =  
 
|engines      =  
 +
{{Infobox game/row/engine|Unreal Engine 4}}
 
|release dates=  
 
|release dates=  
 
{{Infobox game/row/date|Windows|July 20, 2018}}
 
{{Infobox game/row/date|Windows|July 20, 2018}}
Line 13: Line 14:
 
|gogcom id    =  
 
|gogcom id    =  
 
|strategywiki =  
 
|strategywiki =  
 +
|mobygames    = galgun-2
 
|wikipedia    =  
 
|wikipedia    =  
 
|winehq      =  
 
|winehq      =  
Line 18: Line 20:
 
}}
 
}}
 
{{Series|Gal*Gun}}
 
{{Series|Gal*Gun}}
 +
 +
'''Key points'''
 +
{{++}} Has VR Support (Via DLC), similar to [[Gal*Gun VR]], which didn't make it to consoles with VR support.
 +
{{--}} Barebones Graphics and VR options menus.
  
 
'''General information'''
 
'''General information'''
Line 24: Line 30:
 
==Availability==
 
==Availability==
 
{{Availability|
 
{{Availability|
 +
{{Availability/row| GamersGate | DD-GALGUN2 | Steam | | | Windows }}
 
{{Availability/row| GMG | galgun-2-pc | Steam | | | Windows }}
 
{{Availability/row| GMG | galgun-2-pc | Steam | | | Windows }}
 
{{Availability/row| Humble | gal-gun-2 | Steam | | | Windows }}
 
{{Availability/row| Humble | gal-gun-2 | Steam | | | Windows }}
 
{{Availability/row| Steam | 851890 | Steam |  |  | Windows }}
 
{{Availability/row| Steam | 851890 | Steam |  |  | Windows }}
 
}}
 
}}
 +
{{ii}} All versions require {{DRM|Steam}}.
  
 
==Game data==
 
==Game data==
 
===Configuration file(s) location===
 
===Configuration file(s) location===
 
{{Game data|
 
{{Game data|
{{Game data/config|Windows|%LOCALAPPDATA%\GalGun2\Saved\Config\WindowsNoEditor}}
+
{{Game data/config|Windows|{{P|localappdata}}\GalGun2\Saved\Config\WindowsNoEditor}}
 
}}
 
}}
  
 
===Save game data location===
 
===Save game data location===
 
{{Game data|
 
{{Game data|
{{Game data/saves|Windows|%LOCALAPPDATA%\GalGun2\Saved\SaveGames}}
+
{{Game data/saves|Windows|{{P|localappdata}}\GalGun2\Saved\SaveGames}}
 
}}
 
}}
  
 
===[[Glossary:Save game cloud syncing|Save game cloud syncing]]===
 
===[[Glossary:Save game cloud syncing|Save game cloud syncing]]===
 
{{Save game cloud syncing
 
{{Save game cloud syncing
|gog galaxy           =  
+
|discord                =
|gog galaxy notes     =  
+
|discord notes          =
|origin               =  
+
|epic games store      =
|origin notes         =  
+
|epic games store notes =
|steam cloud           = true
+
|gog galaxy             =  
|steam cloud notes     =  
+
|gog galaxy notes       =  
|uplay                 =  
+
|origin                 =  
|uplay notes           =  
+
|origin notes           =  
|xbox cloud           =  
+
|steam cloud           = true
|xbox cloud notes     =  
+
|steam cloud notes     =  
 +
|uplay                 =  
 +
|uplay notes           =  
 +
|xbox cloud             =  
 +
|xbox cloud notes       =  
 
}}
 
}}
  
==Video settings==
+
==Video==
{{Video settings
+
[[File:Gal*Gun 2 Graphics Settings (PNG).png|thumb|In-Game Graphics Options]]
 +
{{Video
 
|wsgf link                  =  
 
|wsgf link                  =  
 
|widescreen wsgf award      =  
 
|widescreen wsgf award      =  
Line 63: Line 76:
 
|widescreen resolution      = true
 
|widescreen resolution      = true
 
|widescreen resolution notes=  
 
|widescreen resolution notes=  
|multimonitor              = false
+
|multimonitor              = hackable
|multimonitor notes        =  
+
|multimonitor notes        = Use NVIDIA Surround or AMD Eyefinity in conjunction with [[#Ultrawide (21:9 or Higher)|Ultrawide (21:9 or Higher)]]
|ultrawidescreen            = false
+
|ultrawidescreen            = hackable
|ultrawidescreen notes      =  
+
|ultrawidescreen notes      = See [[#Ultrawide (21:9 or Higher)|Ultrawide (21:9 or Higher)]].
 
|4k ultra hd                = true
 
|4k ultra hd                = true
|4k ultra hd notes          =  
+
|4k ultra hd notes          = In-Game lists "3840x2160", even if running on a different resolution like 1080p, and adjusting the resolution seems to just change the <code>sg.ResolutionQuality</code>  setting inside of <code>GameUserSettings.ini</code>. Editing Resolution values in the .INI, or running your display at 4K before launch might be required to run at that resolution.
 
|fov                        = false
 
|fov                        = false
 
|fov notes                  =  
 
|fov notes                  =  
 
|windowed                  = true
 
|windowed                  = true
|windowed notes            = Fullscreen and Windowed are options in-game
+
|windowed notes            =
 
|borderless windowed        = hackable
 
|borderless windowed        = hackable
|borderless windowed notes  = Borderless Fullscreen isn't an option. Can change between Exclusive Fullscreen and Borderless Fullscreen by editing a configuration file. Check [[#Windowed/Borderless]].
+
|borderless windowed notes  = See [[#Borderless|Borderless]].
 
|anisotropic                = hackable
 
|anisotropic                = hackable
|anisotropic notes          = Can be force changed by GPU control panel, or by editing a configuration file. Check [[#Anisotropic Filtering]]
+
|anisotropic notes          = See [[#Anisotropic filtering (AF)|Anisotropic filtering (AF)]].
 
|antialiasing              = hackable
 
|antialiasing              = hackable
|antialiasing notes        = Can only be changed by editing a configuration file. Check [[#Anti-Aliasing]].
+
|antialiasing notes        = See [[#Anti-Aliasing|Anti-Aliasing]]
 
|vsync                      = hackable
 
|vsync                      = hackable
|vsync notes                = Can be force enabled by GPU control panel, or by editing a configuration file. Check [[#Vertical Sync]].
+
|vsync notes                = See [[#Vertical sync (Vsync)|Vertical sync (Vsync)]].
 
|60 fps                    = true
 
|60 fps                    = true
 
|60 fps notes              =  
 
|60 fps notes              =  
 
|120 fps                    = true
 
|120 fps                    = true
|120 fps notes              = Framerate completely unlocked by default.
+
|120 fps notes              = Framerate uncapped by default.
 
|hdr                        = unknown
 
|hdr                        = unknown
 
|hdr notes                  =  
 
|hdr notes                  =  
Line 91: Line 104:
 
}}
 
}}
  
==Input settings==
+
===[[Glossary:Ultra-widescreen|Ultrawide (21:9 or Higher)]]===
{{Input settings
+
{{Fixbox|ref={{cn|date=August 2019}}|fix=
|key remap                = unknown
+
 
 +
{{Image|GalGun2UW.png|21:9 Screenshot with the aforementioned tweaks}}
 +
 
 +
# Go to the [[#Game data|configuration file(s) location]].
 +
# Open <code>GameUserSettings.ini</code>.
 +
# Change <code>ResolutionSizeX=xxxx</code>, <code>LastUserConfirmedResolutionSizeX=xxxx</code>, and <code>DesiredScreenWidth=xxxx</code> with your desired Horizontal Resolution (Example: 2560 for a 1080p 21:9 display, or 3840 for a 1080p 32:9 display)
 +
# Change <code>ResolutionSizeY=xxxx</code>, <code>LastUserConfirmedResolutionSizeY=xxxx</code>, and <code>DesiredScreenHeight=xxxx</code> with your desired Vertical Resolution (Example: 1080 for a 1080p 21:9/32:9 display)
 +
# Set <code>bUseDesiredScreenHeight=</code> to True
 +
# In the bottom of <code>Engine.ini</code>, add a new line called "<code>[/Script/Engine.LocalPlayer]</code>", and below that, add <code>AspectRatioAxisConstraint=AspectRatio_MaintainYFOV</code>
 +
#Save both <code>Engine.ini</code> and <code>GameUserSettings.ini</code>
 +
 
 +
'''Notes'''
 +
{{ii}} Whether or not the AspectRatioAxisConstraint tweak affects the VR Mode DLC, hasn't been tested yet.
 +
{{ii}} It will also affect the Field of View when playing on a 16:9 resolution as well.
 +
{{ii}} Due to how the in-game settings handles resolution, having the desired screen resolution already set in Windows before launch might be required.
 +
}}
 +
 
 +
===[[Glossary:Vertical sync (Vsync)|Vertical sync (Vsync)]]===
 +
 
 +
{{Fixbox|ref={{cn|date=August 2019}}|fix=
 +
 
 +
# Go to the [[#Game data|configuration file(s) location]].
 +
# Open <code>GameUserSettings.ini</code>.
 +
# Change <code>bUseVSync=</code> to "True"
 +
# Save <code>GameUserSettings.ini</code>
 +
}}
 +
 
 +
===[[Glossary:Borderless fullscreen windowed|Borderless]]===
 +
 
 +
{{Fixbox|ref={{cn|date=August 2019}}|fix=
 +
 
 +
# Go to the [[#Game data|configuration file(s) location]].
 +
# Open <code>GameUserSettings.ini</code>.
 +
# Change <code>PreferedFullscreenMode=</code> to "1"
 +
# Change <code>LastConfirmedFullscreenMode=</code> to "1"
 +
# Change <code>FullscreenMode=</code> to "1"
 +
# Save <code>GameUserSettings.ini</code>
 +
 
 +
{{ii}} If you want to run in Exclusive Fullscreen Mode, Change <code>LastConfirmedFullscreenMode=</code>, alongside the other mentioned strings to "0"
 +
}}
 +
 
 +
===[[Glossary:Anti-aliasing (AA)|Anti-Aliasing]]===
 +
{{Fixbox|ref={{cn|date=August 2019}}|fix=
 +
 
 +
{{ii}} 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.
 +
 
 +
# Go to the [[#Game data|configuration file(s) location]].
 +
# Open <code>Engine.ini</code>.
 +
# On the bottom of the file, add "[/Script/Engine.RendererSettings]"
 +
# Below that, add <code>r.DefaultFeature.AntiAliasing=</code>, and make the value 1 (FXAA), or 2 (TemporalAA)
 +
# Save <code>Engine.ini</code>
 +
 
 +
{{ii}} If you just want to remove Anti-Aliasing entirely, you can go to <code>GameUserSettings.ini</code>, and change <code>sg.AntiAliasingQuality=</code> to "0"
 +
}}
 +
 
 +
===[[Glossary:Anisotropic filtering (AF)|Anisotropic filtering (AF)]]===
 +
{{Fixbox|ref={{cn|date=August 2019}}|fix=
 +
# Go to the [[#Game data|configuration file(s) location]].
 +
# Open <code>Scalability.ini</code>.
 +
# Add <code>[TextureQuality@3]</code>, replacing the number with the <code>sg.TextureQuality=</code> setting that you are using in <code>GameUserSettings.ini</code>
 +
# Below that line, add <code>r.MaxAnisotropy=xx</code>, replacing the "xx" with the desired Anisotropic Filtering mode (0= Disabled, 2= 2X Aniso, 4= 4X Aniso, 8= 8X Aniso, 16= 16X Aniso.
 +
# Save <code>Scalability.ini</code>
 +
}}
 +
 
 +
==Input==
 +
[[File:Gal*Gun 2 Control Settings (PNG).png|thumb|In-Game Control Menu]]
 +
[[File:Gal*Gun 2 Button Config (PNG).png|thumb|In-Game Button Config Menu (Includes Key Bindings)]]
 +
[[File:Gal*Gun 2 Game Settings (PNG).png|thumb|In-Game Options (Includes Controller Vibration Option)]]
 +
{{Input
 +
|key remap                = true
 
|key remap notes          =  
 
|key remap notes          =  
 
|acceleration option      = unknown
 
|acceleration option      = unknown
 
|acceleration option notes =  
 
|acceleration option notes =  
|mouse sensitivity        = unknown
+
|mouse sensitivity        = true
|mouse sensitivity notes  =  
+
|mouse sensitivity notes  = Labeled "Sight Sensitivity" in the Controls Menu
|mouse menu                = unknown
+
|mouse menu                = true
 
|mouse menu notes          =  
 
|mouse menu notes          =  
|invert mouse y-axis      = unknown
+
|invert mouse y-axis      = true
|invert mouse y-axis notes =  
+
|invert mouse y-axis notes = Labeled "Sight Movement Y-Axis" in the Controls Menu
 
|touchscreen              = unknown
 
|touchscreen              = unknown
 
|touchscreen notes        =  
 
|touchscreen notes        =  
 
|controller support        = true
 
|controller support        = true
 
|controller support notes  =  
 
|controller support notes  =  
|full controller          = false
+
|full controller          = true
 
|full controller notes    =  
 
|full controller notes    =  
|controller remap          = unknown
+
|controller remap          = true
 
|controller remap notes    =  
 
|controller remap notes    =  
|controller sensitivity    = unknown
+
|controller sensitivity    = true
|controller sensitivity notes=  
+
|controller sensitivity notes= Labeled "Sight Sensitivity" in the Controls Menu
|invert controller y-axis  = unknown
+
|invert controller y-axis  = true
|invert controller y-axis notes=  
+
|invert controller y-axis notes= Labeled "Sight Movement Y-Axis" in the Controls Menu
|xinput controllers        = unknown
+
|xinput controllers        = true
 
|xinput controllers notes  =  
 
|xinput controllers notes  =  
|xbox prompts              = unknown
+
|xbox prompts              = true
 
|xbox prompts notes        =  
 
|xbox prompts notes        =  
 
|impulse triggers          = unknown
 
|impulse triggers          = unknown
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|dualshock 4 modes        = unknown
 
|dualshock 4 modes        = unknown
 
|dualshock 4 modes notes  =  
 
|dualshock 4 modes notes  =  
|tracked motion controllers= false
+
|tracked motion controllers= true
|tracked motion controllers notes =  
+
|tracked motion controllers notes = Only in VR Mode
 
|tracked motion prompts    = unknown
 
|tracked motion prompts    = unknown
 
|tracked motion prompts notes =  
 
|tracked motion prompts notes =  
|other controllers        = unknown
+
|other controllers        = false
 
|other controllers notes  =  
 
|other controllers notes  =  
|other button prompts      = unknown
+
|other button prompts      = false
 
|other button prompts notes=  
 
|other button prompts notes=  
|controller hotplug        = unknown
+
|controller hotplug        = true
 
|controller hotplug notes  =  
 
|controller hotplug notes  =  
|haptic feedback          = unknown
+
|haptic feedback          = true
 
|haptic feedback notes    =  
 
|haptic feedback notes    =  
 
|simultaneous input        = unknown
 
|simultaneous input        = unknown
Line 155: Line 237:
 
}}
 
}}
  
==Audio settings==
+
==Audio==
{{Audio settings
+
[[File:Gal*Gun 2 Sound Options (PNG).png|thumb|In-Game Sound Options]]
|separate volume          = unknown
+
{{Audio
|separate volume notes    =  
+
|separate volume          = true
 +
|separate volume notes    = Under the "Sound" section of the Options menu, there are "Music", "Effects", and "Voices" sliders.
 
|surround sound          = unknown
 
|surround sound          = unknown
 
|surround sound notes    =  
 
|surround sound notes    =  
|subtitles                = unknown
+
|subtitles                = true
|subtitles notes          =  
+
|subtitles notes          = This can be found under the Language Menu. Subtitles also work in VR Mode.
 
|closed captions          = unknown
 
|closed captions          = unknown
 
|closed captions notes    =  
 
|closed captions notes    =  
|mute on focus lost      = unknown
+
|mute on focus lost      = true
 
|mute on focus lost notes =  
 
|mute on focus lost notes =  
 
|eax support              =  
 
|eax support              =  
 
|eax support notes        =  
 
|eax support notes        =  
 
}}
 
}}
 +
 +
[[File:Gal*Gun 2 Language Settings (PNG).png|thumb|In-Game Language Options]]
  
 
{{L10n|content=
 
{{L10n|content=
Line 184: Line 269:
 
|interface = true
 
|interface = true
 
|audio    = true
 
|audio    = true
 +
|subtitles = true
 +
|notes    =
 +
|fan      =
 +
}}
 +
{{L10n/switch
 +
|language  = Korean
 +
|interface = true
 +
|audio    = false
 +
|subtitles = true
 +
|notes    =
 +
|fan      =
 +
}}
 +
{{L10n/switch
 +
|language  = Traditional Chinese
 +
|interface = true
 +
|audio    = false
 
|subtitles = true
 
|subtitles = true
 
|notes    =  
 
|notes    =  
Line 190: Line 291:
 
}}
 
}}
  
==Tweaks==
+
==VR support==
===Anti-Aliasing===
+
{{ii}}VR requires the purchase of a DLC.
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).
+
[[File:Gal*Gun 2 VR Options (PNG).png|thumb|In-Game VR Options]]
 +
{{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      = hackable
 +
|windows mixed reality notes = Use [[Glossary:HTC Vive#Revive|ReVive]]'s Patch option to install the needed .DLL Files to run the game without screen distortion.
 +
|keyboard-mouse              = true
 +
|keyboard-mouse notes        = Keyboard and Mouse works in-game, but menus will need to be controlled using the arrow keys.
 +
|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        = true
 +
|play area room-scale notes  =
 +
}}
  
===Windowed/Borderless===
+
===[https://community.pcgamingwiki.com/files/file/1365-galgun-2-vr-screen-fading-removal-mod/ Screen fading Removal]===
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"
+
{{Fixbox|ref={{cn|date=August 2019}}|fix=
===Vertical Sync===
+
{{++}} Removes the dark fading that occurs in VR Mode when you get too close to a wall, object, prop, or character
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".
+
{{ii}} Requires going into "{{p|game}}\GalGun2\Content\Paks", and removing the "-WindowsNoEditor" suffix from <code>GalGun2-WindowsNoEditor.pak</code>, and <code>GalGun2-WindowsNoEditor.sig</code> before copying the <code>ModPawn.pak</code> and <code>ModPawn.sig</code> files to that directory.
===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).
 
  
 +
==Issues unresolved==
 +
===Tall player height when using the ReVive patch with Windows Mixed Reality===
 +
When using the ReVive patch with Windows Mixed Reality, there is a chance that your player height might be significantly taller than intended. This may result in darkness (without crouching or bending over) when not using the [[#Screen_fading_Removal|Screen Fading Removal Fix]], or your head being through the roof with it.
 +
 +
==Issues fixed==
 +
==="The UE4-GalGun2 Game has crashed and will close, Fatal error!"===
 +
{{Fixbox|description=If using the ReVive patch with Windows Mixed Reality, install the Oculus Rift Software|fix=
 +
[https://www.oculus.com/rift/setup/?locale=en_US Download and Install the Oculus Rift Software from the Oculus website.]
 +
 +
{{ii}} This crashing issue can still occur, even when not playing in VR mode, if you have the ReVive Patch Binaries in the game's "<code>{{p|game}}\GalGun2\Binaries\Win64</code>" directory
 +
}}
 +
 +
===No Input with Windows Mixed Reality, or SteamVR "can't find "action_manifest.json"" when using ReVive===
 +
{{Fixbox|description=Use earlier Patch DLLs for ReVive|fix=
 +
#[https://galgun.pikachu.moe/Revive142Patch.zip Download the Patch Binaries for ReVive (Version 1.42 specifically).]
 +
#Extract the .ZIP file's contents in the game's "<code>{{p|game}}\GalGun2\Binaries\Win64</code>" directory
 +
#Make sure to delete the "<code>LibRevive64_1.dll</code>" that was added to the directory when you chose the "Patch" option in ReVive's menu, as that might conflict with earlier versions
 +
#Go to where you installed ReVive (In example: "<code>C:\Program Files\Revive</code>", and there will be a subfolder called "<code>Input</code>"
 +
#Find the "<code>action_manifest.json</code>"
 +
#Copy it to "<code>%APPDATA%\Revive\Input</code>" (If a Revive and Input folder doesn't exist in your "<code>%APPDATA%</code>" directory, then make it before copying the file)
 +
{{ii}} This is due to how later versions of ReVive handle motion controller inputs
 +
}}
  
 
==Other information==
 
==Other information==
 
===API===
 
===API===
 
{{API
 
{{API
|direct3d versions      =  
+
|direct3d versions      = 11
 
|direct3d notes        =  
 
|direct3d notes        =  
 
|directdraw versions    =  
 
|directdraw versions    =  
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|shader model versions  =  
 
|shader model versions  =  
 
|shader model notes    =  
 
|shader model notes    =  
|64-bit executable     = true
+
|windows 32-bit exe    = unknown
|64-bit executable notes= Requires a 64-Bit Windows operating system (or Steam Play running in 64-Bit Linux).
+
|windows 64-bit exe    = true
 +
|windows exe notes     =  
 +
|mac os x powerpc app  =
 +
|macos intel 32-bit app = unknown
 +
|macos intel 64-bit app = unknown
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|macos app notes       =  
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|linux 32-bit executable= unknown
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|linux 64-bit executable= unknown
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|linux executable notes =
 
}}
 
}}
  
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|recDX    =  
 
|recDX    =  
 
}}
 
}}
 +
 +
{{ii}} The System Requirements for Gal*Gun 2 are likely copied from Gal*Gun VR, Which is why the PC system requirements are overkill (When not running in VR Mode) for something that runs at 1080p @ 60FPS on PS4, and 1080p @ 30FPS on Switch (When Docked). Just keep in mind that if you are below these system requirements, it might not be possible to get technical support from the developers.
  
 
{{References}}
 
{{References}}

Revision as of 10:02, 23 May 2020

This page is a stub: it lacks content and/or basic article components. You can help to expand this page by adding an image or additional information.
Gal*Gun 2
Gal*Gun 2 cover
Developers
Inti Creates
Publishers
PQube Limited
Engines
Unreal Engine 4
Release dates
Windows July 20, 2018
Gal*Gun 2 on MobyGames
Gal*Gun
Gal*Gun: Double Peace 2016
Gal*Gun VR 2017
Gal*Gun 2 2018
Gal*Gun Returns 2021

Key points

Has VR Support (Via DLC), similar to Gal*Gun VR, which didn't make it to consoles with VR support.
Barebones Graphics and VR options menus.

General information

Steam Community Discussions

Availability

Source DRM Notes Keys OS
GamersGate
Icon overlay.png
Windows
Green Man Gaming
Icon overlay.png
Windows
Humble Store
Icon overlay.png
Windows
Steam
Icon overlay.png
Windows
All versions require Steam DRM.

Game data

Configuration file(s) location

System Location
Windows %LOCALAPPDATA%\GalGun2\Saved\Config\WindowsNoEditor
Steam Play (Linux) <Steam-folder>/steamapps/compatdata/851890/pfx/[Note 1]

Save game data location

System Location
Windows %LOCALAPPDATA%\GalGun2\Saved\SaveGames
Steam Play (Linux) <Steam-folder>/steamapps/compatdata/851890/pfx/[Note 1]

Save game cloud syncing

System Native Notes
Steam Cloud

Video

In-Game Graphics Options

Graphics feature State Notes
Widescreen resolution
Multi-monitor
Use NVIDIA Surround or AMD Eyefinity in conjunction with Ultrawide (21:9 or Higher)
Ultra-widescreen
See Ultrawide (21:9 or Higher).
4K Ultra HD
In-Game lists "3840x2160", even if running on a different resolution like 1080p, and adjusting the resolution seems to just change the sg.ResolutionQuality setting inside of GameUserSettings.ini. Editing Resolution values in the .INI, or running your display at 4K before launch might be required to run at that resolution.
Field of view (FOV)
Windowed
Borderless fullscreen windowed
See Borderless.
Anisotropic filtering (AF)
See Anisotropic filtering (AF).
Anti-aliasing (AA)
See Anti-Aliasing
Vertical sync (Vsync)
See Vertical sync (Vsync).
60 FPS and 120+ FPS
Framerate uncapped by default.
High dynamic range display (HDR)
See the engine page to force native HDR output, or the glossary page for other alternatives.
The game engine may allow for manual configuration of the game via its variables. See the Unreal Engine 4 page for more details.

Ultrawide (21:9 or Higher)

Instructions[citation needed]
21:9 Screenshot with the aforementioned tweaks
21:9 Screenshot with the aforementioned tweaks
  1. Go to the configuration file(s) location.
  2. Open GameUserSettings.ini.
  3. Change ResolutionSizeX=xxxx, LastUserConfirmedResolutionSizeX=xxxx, and DesiredScreenWidth=xxxx with your desired Horizontal Resolution (Example: 2560 for a 1080p 21:9 display, or 3840 for a 1080p 32:9 display)
  4. Change ResolutionSizeY=xxxx, LastUserConfirmedResolutionSizeY=xxxx, and DesiredScreenHeight=xxxx with your desired Vertical Resolution (Example: 1080 for a 1080p 21:9/32:9 display)
  5. Set bUseDesiredScreenHeight= to True
  6. In the bottom of Engine.ini, add a new line called "[/Script/Engine.LocalPlayer]", and below that, add AspectRatioAxisConstraint=AspectRatio_MaintainYFOV
  7. Save both Engine.ini and GameUserSettings.ini

Notes

Whether or not the AspectRatioAxisConstraint tweak affects the VR Mode DLC, hasn't been tested yet.
It will also affect the Field of View when playing on a 16:9 resolution as well.
Due to how the in-game settings handles resolution, having the desired screen resolution already set in Windows before launch might be required.

Vertical sync (Vsync)

Instructions[citation needed]
  1. Go to the configuration file(s) location.
  2. Open GameUserSettings.ini.
  3. Change bUseVSync= to "True"
  4. Save GameUserSettings.ini

Borderless

Instructions[citation needed]
  1. Go to the configuration file(s) location.
  2. Open GameUserSettings.ini.
  3. Change PreferedFullscreenMode= to "1"
  4. Change LastConfirmedFullscreenMode= to "1"
  5. Change FullscreenMode= to "1"
  6. Save GameUserSettings.ini
If you want to run in Exclusive Fullscreen Mode, Change LastConfirmedFullscreenMode=, alongside the other mentioned strings to "0"

Anti-Aliasing

Instructions[citation needed]
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.
  1. Go to the configuration file(s) location.
  2. Open Engine.ini.
  3. On the bottom of the file, add "[/Script/Engine.RendererSettings]"
  4. Below that, add r.DefaultFeature.AntiAliasing=, and make the value 1 (FXAA), or 2 (TemporalAA)
  5. Save Engine.ini
If you just want to remove Anti-Aliasing entirely, you can go to GameUserSettings.ini, and change sg.AntiAliasingQuality= to "0"

Anisotropic filtering (AF)

Instructions[citation needed]
  1. Go to the configuration file(s) location.
  2. Open Scalability.ini.
  3. Add [TextureQuality@3], replacing the number with the sg.TextureQuality= setting that you are using in GameUserSettings.ini
  4. Below that line, add r.MaxAnisotropy=xx, replacing the "xx" with the desired Anisotropic Filtering mode (0= Disabled, 2= 2X Aniso, 4= 4X Aniso, 8= 8X Aniso, 16= 16X Aniso.
  5. Save Scalability.ini

Input

In-Game Control Menu
In-Game Button Config Menu (Includes Key Bindings)
In-Game Options (Includes Controller Vibration Option)

Keyboard and mouse State Notes
Remapping
Mouse acceleration
Mouse sensitivity
Labeled "Sight Sensitivity" in the Controls Menu
Mouse input in menus
Mouse Y-axis inversion
Labeled "Sight Movement Y-Axis" in the Controls Menu
Controller
Controller support
Full controller support
Controller remapping
Controller sensitivity
Labeled "Sight Sensitivity" in the Controls Menu
Controller Y-axis inversion
Labeled "Sight Movement Y-Axis" in the Controls Menu
Controller types
XInput-compatible controllers
Xbox button prompts
Impulse Trigger vibration
PlayStation controllers
Tracked motion controllers
Only in VR Mode
Button/gesture prompts
Generic/other controllers
See the glossary page for potential workarounds.
Additional information
Controller hotplugging
Haptic feedback
Digital movement supported
Simultaneous controller+KB/M

Audio

In-Game Sound Options

Audio feature State Notes
Separate volume controls
Under the "Sound" section of the Options menu, there are "Music", "Effects", and "Voices" sliders.
Surround sound
Subtitles
This can be found under the Language Menu. Subtitles also work in VR Mode.
Closed captions
Mute on focus lost
In-Game Language Options

Localizations

Language UI Audio Sub Notes
English
Japanese
Korean
Traditional Chinese

VR support

VR requires the purchase of a DLC.
In-Game VR Options
Headsets State Notes
SteamVR
Oculus VR (LibOVR)
Windows Mixed Reality
Use ReVive's Patch option to install the needed .DLL Files to run the game without screen distortion.
OSVR
Devices
Tracked motion controllers
Only in VR Mode
See Input for details.
Traditional controller
See Input for details.
Keyboard/Mouse
Keyboard and Mouse works in-game, but menus will need to be controlled using the arrow keys.
Play area
Seated
Standing
Room-scale

Screen fading Removal

Instructions[citation needed]
Removes the dark fading that occurs in VR Mode when you get too close to a wall, object, prop, or character
Requires going into "<path-to-game>\GalGun2\Content\Paks", and removing the "-WindowsNoEditor" suffix from GalGun2-WindowsNoEditor.pak, and GalGun2-WindowsNoEditor.sig before copying the ModPawn.pak and ModPawn.sig files to that directory.

Issues unresolved

Tall player height when using the ReVive patch with Windows Mixed Reality

When using the ReVive patch with Windows Mixed Reality, there is a chance that your player height might be significantly taller than intended. This may result in darkness (without crouching or bending over) when not using the Screen Fading Removal Fix, or your head being through the roof with it.

Issues fixed

"The UE4-GalGun2 Game has crashed and will close, Fatal error!"

If using the ReVive patch with Windows Mixed Reality, install the Oculus Rift Software

Download and Install the Oculus Rift Software from the Oculus website.

This crashing issue can still occur, even when not playing in VR mode, if you have the ReVive Patch Binaries in the game's "<path-to-game>\GalGun2\Binaries\Win64" directory

No Input with Windows Mixed Reality, or SteamVR "can't find "action_manifest.json"" when using ReVive

Use earlier Patch DLLs for ReVive
  1. Download the Patch Binaries for ReVive (Version 1.42 specifically).
  2. Extract the .ZIP file's contents in the game's "<path-to-game>\GalGun2\Binaries\Win64" directory
  3. Make sure to delete the "LibRevive64_1.dll" that was added to the directory when you chose the "Patch" option in ReVive's menu, as that might conflict with earlier versions
  4. Go to where you installed ReVive (In example: "C:\Program Files\Revive", and there will be a subfolder called "Input"
  5. Find the "action_manifest.json"
  6. Copy it to "%APPDATA%\Revive\Input" (If a Revive and Input folder doesn't exist in your "%APPDATA%" directory, then make it before copying the file)
This is due to how later versions of ReVive handle motion controller inputs

Other information

API

Technical specs Supported Notes
Direct3D 11
Executable 32-bit 64-bit Notes
Windows

System requirements

Windows
Minimum Recommended
Operating system (OS) 7
Processor (CPU) Intel Core i5-4670
AMD FX 8350
System memory (RAM) 4 GB
Hard disk drive (HDD) 8 GB
Video card (GPU) Nvidia GeForce GTX 970
AMD Radeon RX 570
DirectX 11 compatible
The System Requirements for Gal*Gun 2 are likely copied from Gal*Gun VR, Which is why the PC system requirements are overkill (When not running in VR Mode) for something that runs at 1080p @ 60FPS on PS4, and 1080p @ 30FPS on Switch (When Docked). Just keep in mind that if you are below these system requirements, it might not be possible to get technical support from the developers.


Notes

  1. 1.0 1.1 File/folder structure within this directory reflects the path(s) listed for Windows and/or Steam game data (use Wine regedit to access Windows registry paths). Games with Steam Cloud support may store data in ~/.steam/steam/userdata/<user-id>/851890/ in addition to or instead of this directory. The app ID (851890) may differ in some cases. Treat backslashes as forward slashes. See the glossary page for details.

References