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Talk:Resident Evil 5

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Various change suggestions

3
Anthonyacs (talkcontribs)

Going through the wiki page, I've noticed a few things that need some tweaks. Here's what I found:

-In the Mercenaries United section, "(which means score is more important than time)" is confusing, it should say "which means combos are more important than time".

-In Field of view it says textures become buggy, but it's more about the actual 3D models disappearing.

-As for shadows, while the medium and high values are correct, low simply disables dynamic shadows altogether, and certain cutscenes force shadow rendering which I believe uses the medium resolution (could be high too, can't remember which).

-PC exclusive slavic languages (if we ignore the Nvidia Shield TV version which has the same issue, PC port) such as Czech, Russian and Polish weren't updated to support DLC content, among other smaller related issues.

-If I'm not mistaken, a retail version of the game would refer to an original GFWL game disc from the 2009 release, meaning the QOL patch does not actually work with retail versions of the game. Also, the patch is still functional as it automatically downgrades the game version, but it does have other issues in its current state, as capcom decided to create separate leaderboard and session list servers for the 1.2.0 patch.

Markie (talkcontribs)

You're free to do any of these changes.

Anthonyacs (talkcontribs)

Never edited anything here before, as I'd just created my account at the time of posting this, but I'll give it a shot

Force SGSSAA (Nvidia only) seems to help with the game's AA ghosting

2
Fierce deity link (talkcontribs)

When I used the game's default AA option, I could see ghosting on the character edges. It was most visible when aiming up at the sky and moving around. However, disabling the game's AA and using this fix seems to have stopped this issue. If this can be shown to help on other systems too it could be noted as being a fix.

My system can't handle both options set to 4x, so I tried 2x and it seems to work ok.

Jigen123 (talkcontribs)

The game native MSAA does not usually cause ghosting, but it makes some sort of black outlines appear around characters.

Resident Evil 5 will CTD if you have too many refresh rates/have a refresh rate below 30hz

1
Damstructions (talkcontribs)

I remember furiously trying to fix this game's issue that crashed my game to desktop. My primary monitor had a refresh rate that supported as low as 24hz and up to 240hz. I knew that I fixed it by switching the primary monitor to the one with minimum refresh of 30hz.

Turns out the way to fix it is to remove any refresh rate below 30/60hz and ensure that you have the only necessary refresh rates. I thought that you should know, because it's not on the wiki page.

Soldiermxdeath (talkcontribs)

This game has stuttering often when I use the commands to call Sheeva, but also when in the campaign, someone starts to talk. I noticed a high HDD usage when it happens, does anyone notice this too? changing the game to a SSD solves it, but I want to know if actually there's a fix when the game is on HDD.

Jenya (talkcontribs)

Is there a way to run the game in uws resolutions?

DX10 was only necessary for NVIDIA 3D Vision

2
Satsun (talkcontribs)

From what I've read repeatedly, DirectX 10 in RE5 was only necessary for NVIDIA 3D Vision to work. The game had no other DX10 features. I'm not even sure if any Capcom games on MT Framework use anything other than DX9; going by the recommended specs for Revelations 2, that game is still only a DX9 game.

I've played through RE5 numerous times in DX10 mode and can't tell a difference between DX9 mode.

I'm not sure that the removal of DX10 needs to be a key point or at least it could be put in with the 3D Vision point.

Garrett (talkcontribs)

I've merged the DirectX and 3D Vision points.

Mirh (talkcontribs)

Performance or quality differences based on vendor id?

1
Mirh (talkcontribs)
Fwinest JediThug (talkcontribs)
  1. Does this game have mouse acceleration?
  2. Compatibility with DirectInput devices? (I only own XInput Gamepads so I can't test this right now.)
Sigma 7 (talkcontribs)

Any aiming deviation due to mouse acceleration appears to be within a nominal amount on a 720 degree turn, easily dismissed as the mouse sliding off-path. Compatability with DirectInput devices exists, but may require manually editing the config file. --Sigma 7 (talk) 04:48, 11 March 2013 (UTC)

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