F-Zero GX: Difference between revisions

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Settings: Backend OpenGL (Direct3D seems to deliver similar performance), Force 16:9, V-Sync (False), 3x Native (1920x1584), 4xAA (4x SSAA is possible, but tends to cause more stuttering? it's difficult to say), Per-Pixel Lighting (true), Skip EFB Access from CPU (DISABLED - this will reduce or remove blur effects from boosting and Sand Ocean/Fire Field(?), but the slowdowns on mentioned tracks makes the game essentially unplayable). All other settings left to default. On a side note, Dolphin VR 4.0-9170-dirty with Oculus Rift DK2 and SDK 0.7 works well, drawback being choppy headtracking and broken menus.|tester=PyroPaperPlanes}}
Settings: Backend OpenGL (Direct3D seems to deliver similar performance), Force 16:9, V-Sync (False), 3x Native (1920x1584), 4xAA (4x SSAA is possible, but tends to cause more stuttering? it's difficult to say), Per-Pixel Lighting (true), Skip EFB Access from CPU (DISABLED - this will reduce or remove blur effects from boosting and Sand Ocean/Fire Field(?), but the slowdowns on mentioned tracks makes the game essentially unplayable). All other settings left to default. On a side note, Dolphin VR 4.0-9170-dirty with Oculus Rift DK2 and SDK 0.7 works well, drawback being choppy headtracking and broken menus.|tester=PyroPaperPlanes}}
{{testing/entry|revision=4.0-8044|OS=Windows 10|CPU=Intel Core i5-4690K @ 4.20GHz|GPU=NVIDIA GeForce GTX 660|result=Runs at a solid 60 VPS in the Ruby Cup, but I had to enable Skip EFB Access from CPU for Sand Ocean. Tested on the OpenGL Backend.|tester=Aplayer12345}}
{{testing/entry|revision=4.0-8044|OS=Windows 10|CPU=Intel Core i5-4690K @ 4.20GHz|GPU=NVIDIA GeForce GTX 660|result=Runs at a solid 60 VPS in the Ruby Cup, but I had to enable Skip EFB Access from CPU for Sand Ocean. Tested on the OpenGL Backend.|tester=Aplayer12345}}
{{testing/entry|revision=4.0-8863|OS=Windows 10|CPU=Intel Core i7-4790S @ 3.20GHz|GPU=NVIDIA GeForce GTX 970|result=NTSC version. Runs mostly smooth at 60 FPS, 1080p, with the occasional stutter (Typically when first loading the game, first few seconds of a race, and when loading the vehicle selectino screen). Skip EFB Access from CPU had to be enabled, otherwise Sand Ocean tracks were unplayable. Otherwise runs exactly as it does on the GameCube.
Settings: Enable FPRF; Synchronize GPU Thread.
INI: CPUThread=False; GFXBacken=OGL; EFBAccessEnable=FALSE; EFBToTextureEnable=FALSE; VSync=FALSE; SafeTextureCacheColorSamples=0.|tester=SierraKomodo}}
{{testing/end}}
{{testing/end}}