The Legend of Zelda: Twilight Princess (GC): Difference between revisions

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{{testing/entry|revision=3.0-235|OS=Windows 7 x64|CPU=Intel Core i5-2500K @ 3.3GHz|GPU=nVidia GeForce GTX 560 Ti|result=30 fps almost all the time, will dip to 25 in Hyrule Field, dips to 20 in some intense combat scenes.  Sound glitches fixed by using DSP LLE recompiler. Does not freeze at howling stones or howling at grass with MMU Speed Hack, which does not make FPS drop. Can use anti-aliasing with little impact on performance. Second dungeon completed with no game breaking issues so far.|tester=drhead}}
{{testing/entry|revision=3.0-235|OS=Windows 7 x64|CPU=Intel Core i5-2500K @ 3.3GHz|GPU=nVidia GeForce GTX 560 Ti|result=30 fps almost all the time, will dip to 25 in Hyrule Field, dips to 20 in some intense combat scenes.  Sound glitches fixed by using DSP LLE recompiler. Does not freeze at howling stones or howling at grass with MMU Speed Hack, which does not make FPS drop. Can use anti-aliasing with little impact on performance. Second dungeon completed with no game breaking issues so far.|tester=drhead}}
{{testing/entry|revision=3.0-306|OS=Windows 7 x64|CPU=AMD Phenom II X6 1090t @ 3.68GHz|GPU=AMD Radeon HD 5850|result=30 fps almost all the time, occasionally dipping to 28-29 on busy scenes with very rare lows of 25. Hyrule field is 29-30. Froze once on howling stones but worked grand after a restart. Got as far as return to ordon after kakariko, fully playable, no major graphical glitches. Used settings shown on this page and graphics are set as OpenGL, 2x native mode, 2x anti-aliasing, 1x anisotropic. No post-processing, OpenCL texture decoder set, cache display lists set, openmp texture decoder set. |tester=Tsukiko}}
{{testing/entry|revision=3.0-306|OS=Windows 7 x64|CPU=AMD Phenom II X6 1090t @ 3.68GHz|GPU=AMD Radeon HD 5850|result=30 fps almost all the time, occasionally dipping to 28-29 on busy scenes with very rare lows of 25. Hyrule field is 29-30. Froze once on howling stones but worked grand after a restart. Got as far as return to ordon after kakariko, fully playable, no major graphical glitches. Used settings shown on this page and graphics are set as OpenGL, 2x native mode, 2x anti-aliasing, 1x anisotropic. No post-processing, OpenCL texture decoder set, cache display lists set, openmp texture decoder set. |tester=Tsukiko}}
{{testing/entry|revision=3.0-369|OS=Windows 7 x64|CPU=Intel Core i5-2500 @ 3.8GHz|GPU=nVidia GeForce GTX 460|result=Running at mostly 30 fps, occasionally dipping down to around 27-28 in Hyrule Field. Using D3D9 at 1080p and on JITIL experimental recompiler, DSP HLE, 2.5x native internal resolution, 4x SSAA AA and 16x AF. EFB copies to RAM, disable External Frame Buffer, check Fast Mipmaps, Disable Per-Pixel Depth, OpenMP Texture Coder and Enable Progressive Scan.|tester=penguinswithpie}}
{{testing/entry|revision=3.0-369|OS=Windows 7 x64|CPU=Intel Core i5-2500 @ 3.8GHz|GPU=nVidia GeForce GTX 460|result=Running at mostly 30 fps, occasionally dipping down to around 27-28 in Hyrule Field. Using D3D9 at 1080p and on JITIL experimental recompiler, DSP HLE, 2x native internal resolution, 9x SSAA AA and 16x AF. EFB copies to RAM, disable External Frame Buffer, check Fast Mipmaps, Disable Per-Pixel Depth, OpenMP Texture Coder and Enable Progressive Scan.|tester=penguinswithpie}}
{{testing/entry|revision=3.0-371|OS=Windows 7 x64|CPU=AMD Phenom II x4 955 BE @ 3.2GHz|GPU=AMD Radeon HD 6950 2GB|result=Runs between 27 and 30 FPS. Some slowdowns here and there as well as a freeze once an hour or so. Game still freezes at howling stones. I have to use the MMU + MMUSpeedhack method to bypass this. Other than that, runs fine with ZTP Hack, 1x Native 9x SSAA x16 AF, Force Texture Filtering, Per-Pixel Lighting, EFB copies to ram, disable External Frame Buffer, Fast Mipmaps, Disable Per-Pixel Depth, OpenMP Texture Coder, Cache Display Lists, and the settings used in the problem section of this article.|tester=gtrhitman}}
{{testing/entry|revision=3.0-371|OS=Windows 7 x64|CPU=AMD Phenom II x4 955 BE @ 3.2GHz|GPU=AMD Radeon HD 6950 2GB|result=Runs between 27 and 30 FPS. Some slowdowns here and there as well as a freeze once an hour or so. Game still freezes at howling stones. I have to use the MMU + MMUSpeedhack method to bypass this. Other than that, runs fine with ZTP Hack, 1x Native 9x SSAA x16 AF, Force Texture Filtering, Per-Pixel Lighting, EFB copies to ram, disable External Frame Buffer, Fast Mipmaps, Disable Per-Pixel Depth, OpenMP Texture Coder, Cache Display Lists, and the settings used in the problem section of this article.|tester=gtrhitman}}
{{testing/entry|revision=3.0-371-dirty|OS=Windows 7 x86|CPU=Intel Core i5 750 @ 2.67GHz|GPU=Gigabyte nVidia GeForce GTX 460 (1Gb)|result=Fully playable (and enjoyable!) with 27-31 FPS, except I didn't fix the intro making garbage audio, but reloading a save did the trick for the rest of my playthrough so far. Rarely hear an unusual beeping noise ingame, but nothing too annoying. Also, before configuring Dolphin accordingly, during the intro, both characters had body parts/clothings flashing bright yellow occasionally; no idea how i fixed it but it's gone. Using JIT Recompiler with D3Dlevel at 9, EFB copies RAM w/o Cache enabled. Texture Cache Accuracy is at Fast. EFB is at Virtual, else the output was very low-res. I also skip EFB Access from CPU and no glitches happened so far when enabled. Force Texture Filtering is enabled. Framelimit is at Auto and Limit by FPS is off. Audio Backend is DSound with DTK music enabled. Overall, using most settings recommended for optimal results.|tester=MrBucket}}
{{testing/entry|revision=3.0-371-dirty|OS=Windows 7 x86|CPU=Intel Core i5 750 @ 2.67GHz|GPU=Gigabyte nVidia GeForce GTX 460 (1Gb)|result=Fully playable (and enjoyable!) with 27-31 FPS, except I didn't fix the intro making garbage audio, but reloading a save did the trick for the rest of my playthrough so far. Rarely hear an unusual beeping noise ingame, but nothing too annoying. Also, before configuring Dolphin accordingly, during the intro, both characters had body parts/clothings flashing bright yellow occasionally; no idea how i fixed it but it's gone. Using JIT Recompiler with D3Dlevel at 9, EFB copies RAM w/o Cache enabled. Texture Cache Accuracy is at Fast. EFB is at Virtual, else the output was very low-res. I also skip EFB Access from CPU and no glitches happened so far when enabled. Force Texture Filtering is enabled. Framelimit is at Auto and Limit by FPS is off. Audio Backend is DSound with DTK music enabled. Overall, using most settings recommended for optimal results.|tester=MrBucket}}