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Sonic Heroes: Difference between revisions
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{{testing/entry|revision=6798|OS=Windows|CPU=Intel Core 2 Quad Q9550|GPU=nVidia GeForce GTX 465|result=Black areas appear on the screen in-game unless the Direct3D11 plugin, the EFB scale is set to 1x, and anti-aliasing is turned off. [http://www.youtube.com/watch?v=w6BnEoAcbwI Dolphin Emulator Sonic Heroes rendering bug (R6798)]|tester=soundspark}} | {{testing/entry|revision=6798|OS=Windows|CPU=Intel Core 2 Quad Q9550|GPU=nVidia GeForce GTX 465|result=Black areas appear on the screen in-game unless the Direct3D11 plugin, the EFB scale is set to 1x, and anti-aliasing is turned off. [http://www.youtube.com/watch?v=w6BnEoAcbwI Dolphin Emulator Sonic Heroes rendering bug (R6798)]|tester=soundspark}} | ||
{{testing/entry|revision=7367|OS=Windows 7 x64|CPU=AMD Phenom II 720 BE @ 3.2GHz|GPU=ATI Radeon HD 4850|result=Working good at 50 FPS. EFB Scale set to 1 and EFB Copy set to texture.Using DX11 Plugin|tester=ultramann}} | {{testing/entry|revision=7367|OS=Windows 7 x64|CPU=AMD Phenom II 720 BE @ 3.2GHz|GPU=ATI Radeon HD 4850|result=Working good at 50 FPS. EFB Scale set to 1 and EFB Copy set to texture.Using DX11 Plugin|tester=ultramann}} | ||
{{testing/entry|revision=3.0-416|OS=Linux Slackware 13.37 x86_64|CPU=Intel Core i5-2500K @ 3.3GHz|GPU=nVidia GeForce GTX 550 Ti|result=Consistent 60 FPS. Fully playable with no major issues. On OpenGL the black areas can be eliminated by setting Render to Main Window, Auto Adjust Window Size, turning IR to 1x, then switching to Auto (Window Size) in-game. Using fullscreen, anti-aliasing, or EFB Copies -> RAM brings the black areas back.|tester=Shonumi}} | |||
{{testing/end}} | {{testing/end}} | ||