

King, Xiaoyu, Jaycee, Lee, Mokujin, Roger Jr., Wang, Armor King, Alisa King, Heihachi, Mokujin, Roger Jr., Armor King, Panda Jin, Kazuya, Devil Jin, Jinpachi, Ogre, Jun Hwoarang, Xiaoyu, Heihachi, Kazuya, Asuka, Dragunov, Zafina, Ogre, Jun Yoshimitsu, Jin, Lee, Jack-6, Raven, Zafina, Lars Heihachi, Kazuya, Devil Jin, Zafina, Lars, Alisa, Jinpachi, Ogre, Lei Xiaoyu, Christie, Lee, Jack-6, Jun, Anna, Bruce, Raven Jin, Kazuya, Lee, Jack-6, Wang, Devil Jin, Jinpachi, Ogre Lei, Nina, Jin, Heihachi, Lee, Wang, Devil Jin, Zafina, Leo, Lars, Ogre, Jun Nina, Jin, Heihachi, Kazuya, Eddy, Lars, Alisa, Jinpachi, Jun Jin, Kazuya, Devil Jin, Alisa, Jinpachi, Ogre, Jun King, Yoshimitsu, Kuma, Steve, Mokujin, Armor King, Panda Netsu data shows stats relevant to the game and should not be altered. Neutral relationships (+0) have not been included. This chart shows how much each fighter likes, dislikes, or hates for their selected tag partner. A character will either like (+1), be neutral (+0), dislike (-1), or hate (-2) their tag partner. There is a scale of how much each character likes every other one which determines when they will become enraged. By contrast, if the inactive character 'hates' their tag partner, they will not become enraged until their partner has taken quite a lot of damage (when their partner has between 28.89% and 31.18% health remaining). If the inactive character 'likes' the active one, a relatively small amount of damage done to the active character will cause them to become enraged (when their partner has between 44.44% and 47.65% health remaining). When the active character's health is lowered to a certain point, the inactive character will become enraged. bin file.Rage allows for striking attacks to deal more significantly more damage for a set amount of time. Right click the game in yuzu's game list and click Open Transferable Pipeline Cache and copy/paste the.
#TEKKEN TAG TOURNAMENT 2 PC WIKI DOWNLOAD#
Ryusak is a tool to automatically download and share shader caches for Ryujinx. Right click the game in ryujinx's game list, Cache Management > Open Shader Cache Directory and copy/paste the guest folder. Put files in \shaders\opengl\transferable\ Put the files in \cache\shaders\shareableĬurrent shader version is 20210425 Game Put the raw and pipeline folders in \cache\\ppu-EBOOT.BIN\shaders_cache\Ĭurrent shader version is v1.93 (7) Game The Legend of Zelda: Twilight Princess HD
#TEKKEN TAG TOURNAMENT 2 PC WIKI DRIVER#
The vulkan pipelines will increase with your hardware driver update. Incomplete, this is meant for Vulkan users (the cache above will still work with Vulkan) so that they don't have to build pipelines.ĭon't try to combine the pipelines with another cache as they are not compatible.Īlmost perfect, JPN ver of BOTW for the cemu 1.25, other region versions can use the opengl shaders, change it's name, for example, change 9300 to 9500. Newer versions of Cemu leverage Vulkan 1.2 and asynchronous shaders in a way that it may be preferable on modern GPUs to use async shaders instead of a shader cache.Ĭurrent shader version is 150, but Cemu is backwards-compatible from version 149 (Cemu version 1.7.0, 6)Ĭemu 1.25.0+ is not backwards compatible with any prior transferable cache.

Note: Please compress your shader caches with 7zip or Winrar before uploading them. When an emulator updates the way it handles shaders they may break compatibility with previous shader caches, for this reason the shader version is listed below. The only drawback here is that someone has to play through the game once to 'build' a cache that can be used by others. Another approach is to cache the raw shader pipeline of the system and then use that to compile the shaders before the game even starts. A mitigation to this stuttering is to compile the shaders asynchronously to the emulator, but this has its own drawback in that in the time it takes to compile the shader the effect in-game that relies on it wont be shown. The simplest way to do this is to recompile them at runtime, but that's slow and can cause stuttering every time a new shader is loaded in the game. Modern consoles and their games make heavy use of precompiled shaders specific to their GPUs, and these shaders can't be run natively on PC hardware so they need to be translated, or recompiled.
