Difference between revisions of "Geometry Wars 3: Dimensions Evolved"
(Added notes about changing the update rate (FPS). Clarified the difference between output frame rate and the internal update rate. Removed guide to disable v-sync.) |
m (Minor corrections and clarifications.) |
||
Line 140: | Line 140: | ||
|antialiasing notes = | |antialiasing notes = | ||
|vsync = always on | |vsync = always on | ||
− | |vsync notes = | + | |vsync notes = Double buffered. Triple buffered option available inside the [[#Configuration file location|Configuration file location]]. |
|60 fps = true | |60 fps = true | ||
|60 fps notes = | |60 fps notes = | ||
|120 fps = hackable | |120 fps = hackable | ||
− | |120 fps notes = Output frame rate dependent on the refresh rate. See [[#Run the game at screen refresh rate|Run the game at screen refresh rate]]. Internal update rate of most elements (camera, animations, physics, etc.) locked at 60 Hz. See [[#High frame rate|High frame rate]]. | + | |120 fps notes = Output frame rate dependent on the refresh rate. See [[#Run the game at screen refresh rate|Run the game at screen refresh rate]] if the game's output FPS does not match desired value. Internal update rate of most elements (camera, animations, physics, etc.) locked at 60 Hz. See [[#High frame rate|High frame rate]] to increase the internal update rate to match the output FPS. |
|hdr = false | |hdr = false | ||
|hdr notes = | |hdr notes = | ||
Line 151: | Line 151: | ||
}} | }} | ||
− | === | + | ===Run the game at screen refresh rate |
{{--}} Fullscreen mode defaults to 60 Hz, even if the screen refresh rate is set higher than that. This issue will most likely persist even after disabling fullscreen optimizations and explicitly setting the refresh rate to a different value in the configuration file and setting it to read-only. | {{--}} Fullscreen mode defaults to 60 Hz, even if the screen refresh rate is set higher than that. This issue will most likely persist even after disabling fullscreen optimizations and explicitly setting the refresh rate to a different value in the configuration file and setting it to read-only. | ||
− | {Fixbox|description=Set screen mode to either windowed or borderless windowed mode|ref=<ref>{{Refcheck|user=Radmaxx|date=2024-09-07|comment=}}</ref>|fix= | + | {{Fixbox|description=Set screen mode to either windowed or borderless windowed mode|ref=<ref>{{Refcheck|user=Radmaxx|date=2024-09-07|comment=}}</ref>|fix= |
# Set desktop refresh rate to the desired value. | # Set desktop refresh rate to the desired value. | ||
# Start the game and go to settings, select video and change the screen mode to either windowed or borderless windowed. | # Start the game and go to settings, select video and change the screen mode to either windowed or borderless windowed. | ||
}} | }} | ||
− | {Fixbox|description=Set screen refresh rate|ref={{cn|date=July 2017}}|fix= | + | {{Fixbox|description=Set screen refresh rate|ref={{cn|date=July 2017}}|fix= |
# Install Special K by following the [https://steamcommunity.com/sharedfiles/filedetails/?id=933337066 Special K Unofficial Guide]. | # Install Special K by following the [https://steamcommunity.com/sharedfiles/filedetails/?id=933337066 Special K Unofficial Guide]. | ||
# Start the game once and close it to allow the configuration file of Special K to be created. | # Start the game once and close it to allow the configuration file of Special K to be created. | ||
Line 169: | Line 169: | ||
{{ii}} Most elements are locked to a 60 Hz update rate, meaning even if the screen refresh rate and output frame rate are set to a higher value (e.g. 300 Hz and FPS respectively) these elements will only have 60 unique frames. These unique frames are repeated as many times as necessary to match output frame rate. | {{ii}} Most elements are locked to a 60 Hz update rate, meaning even if the screen refresh rate and output frame rate are set to a higher value (e.g. 300 Hz and FPS respectively) these elements will only have 60 unique frames. These unique frames are repeated as many times as necessary to match output frame rate. | ||
{{ii}} It should be noted that the internal updated rate should match or at least not exceed the external output rate to mitigate risk of lower response rates or slow down. | {{ii}} It should be noted that the internal updated rate should match or at least not exceed the external output rate to mitigate risk of lower response rates or slow down. | ||
− | {{--}} Increasing the internal update rate limit will also affect physics slightly. The effects are rather insignificant if not unnoticeable for most events even at 300 Hz, but issues are considerable at that rate in a few "pacifist" events. In these events, the player cannot directly shoot the enemies that depending on their type would destroy or momentarily immobilize them. This fact allows the enemies to maintain their behavior (which are physics based and involve movement) for much longer in these types of events. | + | {{--}} Increasing the internal update rate limit will also affect physics slightly. The effects are rather insignificant if not unnoticeable for most events even at 300 Hz, but issues are considerable at that rate in a few "pacifist" events. In these events, the player cannot directly shoot the enemies that depending on their type would destroy or momentarily immobilize them. This fact allows the enemies to maintain their behavior (which are physics based and involve movement) for much longer in these types of events. The following behavior was noticed after fully completing the single-player and local co-op campaign at 300 Hz update rate: |
− | The following behavior was noticed after fully completing the single-player and local co-op campaign at 300 Hz update rate: | + | # At higher update rates the blue seeker enemy type can follow the player slightly faster. <ref>{{Refcheck|user=Radmaxx|date=2024-09-07|comment=}}</ref> |
− | At higher update rates the blue seeker enemy type can follow the player slightly faster. | + | # The red and blue charger enemy will also update the player position faster for itself, behaving more like a heat seeking missile rather than a charger. Stage #17 - Matador" in the "Ultimate" section of the single-player campaign becomes particularly difficult. However, if this enemy misses the player and hits a wall, they'll get knocked back towards the player far less than usual; making this enemy type easier to deal with in this context.<ref>{{Refcheck|user=Radmaxx|date=2024-09-07|comment=}}</ref> |
− | The red and blue charger enemy will also update the player position faster for itself, behaving more like a heat seeking missile rather than a charger. Stage #17 - | + | # The "Turret" ability will fire much faster for the same amount of time. Meaning much more ammunition will be fired overall, making this ability far more useful. |
− | The "Turret" ability will fire much faster for the same amount of time. Meaning much more ammunition will be fired overall, making this ability far more useful. | + | And as a direct result, if this ability is used on stages featuring green walls, the game becomes prone to crashing.<ref>{{Refcheck|user=Radmaxx|date=2024-09-07|comment=}}</ref> |
− | And as a direct result, if this ability is used on stages featuring green walls, the game becomes prone to crashing. | ||
{{ii}} This fix has only been tested during offline sessions. It may cause issues online. | {{ii}} This fix has only been tested during offline sessions. It may cause issues online. | ||
Revision as of 13:54, 7 September 2024
Developers | |
---|---|
Lucid Games | |
macOS (OS X) | Aspyr Media |
Linux | Aspyr Media |
Publishers | |
Sierra Entertainment | |
OS X, Linux | Aspyr Media |
Release dates | |
Windows | November 25, 2014 |
macOS (OS X) | November 25, 2014 |
Linux | November 25, 2014 |
Reception | |
OpenCritic | 84 |
Taxonomy | |
Monetization | One-time game purchase |
Microtransactions | Finite spend, Time-limited |
Modes | Singleplayer, Multiplayer |
Pacing | Real-time |
Perspectives | Bird's-eye view, Top-down view |
Controls | Direct control |
Genres | Arcade, Shooter |
Art styles | Abstract |
Series | Geometry Wars |
Geometry Wars | |
---|---|
Geometry Wars: Retro Evolved | 2007 |
Geometry Wars 3: Dimensions Evolved | 2014 |
Warnings
- The macOS (OS X) version of this game does not work on macOS Catalina (version 10.15) or later due to the removal of support for 32-bit-only apps.
Geometry Wars 3: Dimensions Evolved is a singleplayer and multiplayer bird's-eye view and top-down view arcade and shooter game in the Geometry Wars series.
Formerly Geometry Wars 3: Dimensions the game received a free "Evolved" update which changed the name of the game in addition to adding more content.
General information
Availability
Source | DRM | Notes | Keys | OS |
---|---|---|---|---|
GamersGate | ||||
Steam | ||||
Humble Store (unavailable) |
- All versions require Steam DRM. The Mac App Store version is no longer sold.[1]
Monetization
DLC and expansion packs
Name | Notes | |
---|---|---|
Secret Eye and Blood Count Pack | Preorder exclusive. |
Microtransactions
Type | Notes |
---|---|
Finite spend | The Secret Eye and Blood Count Pack could only be obtained once as a preorder bonus. |
Time-limited | The Secret Eye and Blood Count Pack was an exclusive preorder bonus. |
Game data
Configuration file location
System | Location |
---|---|
Windows | %LOCALAPPDATA%\GeometryWars3Dimensions\Settings |
macOS (OS X) | |
Linux |
- It's unknown whether this game follows the XDG Base Directory Specification on Linux. Please fill in this information.
Save game data location
System | Location |
---|---|
macOS (OS X) | |
Steam | <Steam-folder>/userdata/<user-id>/310790/remote/ |
- You need to rename save files manually when moving between systems. On Windows, the file is called
savegame.dat
, on OS Xmacsavegame.dat
and on Linuxlinuxsavegame.dat
. This is because patches to non-Windows releases are sometimes delayed which might cause compatibility issues. - Saves are not compatible between the Mac App Store and Steam versions.[1]
Save game cloud syncing
System | Native | Notes |
---|---|---|
Steam Cloud |
Video
Graphics feature | State | Notes | |
---|---|---|---|
Widescreen resolution | |||
Multi-monitor | |||
Ultra-widescreen | |||
4K Ultra HD | |||
Field of view (FOV) | |||
Windowed | |||
Borderless fullscreen windowed | |||
Anisotropic filtering (AF) | |||
Anti-aliasing (AA) | See the glossary page for potential workarounds. | ||
Vertical sync (Vsync) | Double buffered. Triple buffered option available inside the Configuration file location. | ||
60 FPS | |||
120+ FPS | Output frame rate dependent on the refresh rate. See Run the game at screen refresh rate if the game's output FPS does not match desired value. Internal update rate of most elements (camera, animations, physics, etc.) locked at 60 Hz. See High frame rate to increase the internal update rate to match the output FPS. | ||
High dynamic range display (HDR) | See the glossary page for potential alternatives. |
===Run the game at screen refresh rate
- Fullscreen mode defaults to 60 Hz, even if the screen refresh rate is set higher than that. This issue will most likely persist even after disabling fullscreen optimizations and explicitly setting the refresh rate to a different value in the configuration file and setting it to read-only.
Set screen mode to either windowed or borderless windowed mode[2] |
---|
|
Set screen refresh rate[citation needed] |
---|
|
High frame rate
- Most elements are locked to a 60 Hz update rate, meaning even if the screen refresh rate and output frame rate are set to a higher value (e.g. 300 Hz and FPS respectively) these elements will only have 60 unique frames. These unique frames are repeated as many times as necessary to match output frame rate.
- It should be noted that the internal updated rate should match or at least not exceed the external output rate to mitigate risk of lower response rates or slow down.
- Increasing the internal update rate limit will also affect physics slightly. The effects are rather insignificant if not unnoticeable for most events even at 300 Hz, but issues are considerable at that rate in a few "pacifist" events. In these events, the player cannot directly shoot the enemies that depending on their type would destroy or momentarily immobilize them. This fact allows the enemies to maintain their behavior (which are physics based and involve movement) for much longer in these types of events. The following behavior was noticed after fully completing the single-player and local co-op campaign at 300 Hz update rate:
- At higher update rates the blue seeker enemy type can follow the player slightly faster. [3]
- The red and blue charger enemy will also update the player position faster for itself, behaving more like a heat seeking missile rather than a charger. Stage #17 - Matador" in the "Ultimate" section of the single-player campaign becomes particularly difficult. However, if this enemy misses the player and hits a wall, they'll get knocked back towards the player far less than usual; making this enemy type easier to deal with in this context.[4]
- The "Turret" ability will fire much faster for the same amount of time. Meaning much more ammunition will be fired overall, making this ability far more useful.
And as a direct result, if this ability is used on stages featuring green walls, the game becomes prone to crashing.[5]
- This fix has only been tested during offline sessions. It may cause issues online.
Modify with Cheat Engine[6] |
---|
|
Modify with hex editor[7] |
---|
|
Input
Keyboard and mouse | State | Notes |
---|---|---|
Remapping | See the glossary page for potential workarounds. | |
Mouse acceleration | ||
Mouse sensitivity | ||
Mouse input in menus | ||
Mouse Y-axis inversion | ||
Controller | ||
Controller support | ||
Full controller support | ||
Controller remapping | See the glossary page for potential workarounds. | |
Controller sensitivity | ||
Controller Y-axis inversion |
Controller types |
---|
XInput-compatible controllers | ||
---|---|---|
Xbox button prompts | ||
Impulse Trigger vibration |
PlayStation controllers | ||
---|---|---|
PlayStation button prompts | Xbox prompts. | |
Light bar support | ||
Adaptive trigger support | ||
DualSense haptic feedback support | ||
Connection modes |
Generic/other controllers |
---|
Additional information | ||
---|---|---|
Controller hotplugging | ||
Haptic feedback | ||
Digital movement supported | ||
Simultaneous controller+KB/M |
Audio
Audio feature | State | Notes |
---|---|---|
Separate volume controls | Sound FX, Music | |
Surround sound | ||
Subtitles | ||
Closed captions | ||
Mute on focus lost |
Localizations
Language | UI | Audio | Sub | Notes |
---|---|---|---|---|
English | ||||
French | ||||
German | ||||
Italian | ||||
Spanish |
Network
Multiplayer types
Type | Native | Players | Notes | |
---|---|---|---|---|
Local play | 4 | Co-op |
||
LAN play | ||||
Online play | Online play and leaderboards in the Mac App Store version no longer work.[1] |
Connection types
Type | Native | Notes |
---|---|---|
Matchmaking | ||
Peer-to-peer | ||
Dedicated | ||
Self-hosting | ||
Direct IP |
Issues fixed
Game runs slow, response times issues
- In certain configurations, the game may mistakenly attempt to run at 25 Hz with Vsync enabled. See Run the game at screen refresh rate. This has already been confirmed to be fixed in a future patch[8]
Issues unresolved
Windowing issues on Linux
- Linux version experiences major issues with windowing on multi-monitor systems.[citation needed]
Other information
API
Technical specs | Supported | Notes |
---|---|---|
Direct3D | 9 | [10] |
Executable | 32-bit | 64-bit | Notes |
---|---|---|---|
Windows | |||
macOS (OS X) | [9] | ||
Linux |
Middleware
Middleware | Notes | |
---|---|---|
Audio | FMOD | |
Multiplayer | Steamworks |
System requirements
Windows | ||
---|---|---|
Minimum | ||
Operating system (OS) | 7 | |
Processor (CPU) | Intel Core 2 Duo AMD Athlon 64 X2 3800+ |
|
System memory (RAM) | 2 GB | |
Hard disk drive (HDD) | 1 GB | |
Video card (GPU) | ATI Radeon X1900 XT Nvidia GeForce 6800 GT 512 MB of VRAM DirectX 10 compatible |
macOS (OS X) | ||
---|---|---|
Minimum | Recommended | |
Operating system (OS) | 10.9.5 | 10.10 |
Processor (CPU) | Intel Core 2 Duo 2.2 GHz | |
System memory (RAM) | 4 GB | |
Hard disk drive (HDD) | 1 GB | |
Video card (GPU) | ATI Radeon HD 3870 Nvidia GeForce GT 330M Intel HD 4000 |
Linux | ||
---|---|---|
Minimum | ||
Operating system (OS) | SteamOS, Ubuntu 14.04 | |
Processor (CPU) | Intel Core 2 Quad AMD Phenom II X4 |
|
System memory (RAM) | 4 GB | |
Hard disk drive (HDD) | 1 GB | |
Video card (GPU) | ATI Radeon HD 5570 Nvidia GeForce GTX 260 Intel HD 4400 |
References
- ↑ 1.0 1.1 1.2 Geometry Wars 3: Dimensions is being removed from the Mac App Store. – Aspyr Support
- ↑ Verified by User:Radmaxx on 2024-09-07
- ↑ Verified by User:Radmaxx on 2024-09-07
- ↑ Verified by User:Radmaxx on 2024-09-07
- ↑ Verified by User:Radmaxx on 2024-09-07
- ↑ Verified by User:Radmaxx on 2024-09-07
- ↑ Verified by User:Radmaxx on 2024-09-07
- ↑ Patch Notes? :: Geometry Wars 3: Dimensions Community Discussions - last accessed on May 2023
- ↑ MacOS Catalina, 64-bit, 32-bit, and related Questions – Aspyr Support - last accessed on 9 June 2023
- ↑ Verified by User:Aemony on 2022-05-22
- Game uses D3D9 -- confirmed using RTSS.