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No More Heroes: Difference between revisions
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{{testing/entry|revision=3.0-433|OS=Windows XP|CPU=AMD Phenom II X4 955 @ 3.2GHz|GPU=ATI Radeon HD 4350|result=Playable. Using OpenGL instead of D3D9 adds ~20% to FPS. Some freezes in the city, be sure to use JITIL to avoid most of them, and save there often. 10-45FPS.|tester=Rottiger}} | {{testing/entry|revision=3.0-433|OS=Windows XP|CPU=AMD Phenom II X4 955 @ 3.2GHz|GPU=ATI Radeon HD 4350|result=Playable. Using OpenGL instead of D3D9 adds ~20% to FPS. Some freezes in the city, be sure to use JITIL to avoid most of them, and save there often. 10-45FPS.|tester=Rottiger}} | ||
{{testing/entry|revision=4.0-1349|OS=Windows 8|CPU=AMD FX 6300 @ 3.6GHz|GPU=AMD Radeon HD 6450|result=Playable. DirectX works great, even in the city. No crashes by now. Slows down when a lot of particles are shown (blood effect, chapter end summary, minigames). Using XAudio2, the phonecalls are laggy and have bad audio quality.|tester=Faefdsedf}} | {{testing/entry|revision=4.0-1349|OS=Windows 8|CPU=AMD FX 6300 @ 3.6GHz|GPU=AMD Radeon HD 6450|result=Playable. DirectX works great, even in the city. No crashes by now. Slows down when a lot of particles are shown (blood effect, chapter end summary, minigames). Using XAudio2, the phonecalls are laggy and have bad audio quality.|tester=Faefdsedf}} | ||
{{testing/entry|revision=4.0-7962|OS=Windows 7|CPU=Intel i7-2600K @ 4.5GHz|GPU=NVIDIA GeForce 560 Ti|result=Playable. Direct3D runs faster than OpenGl. 'Store EFB Copies to Texture Only' needs to be disabled for post processing effects to work which are prevalent during the entire game but results in slowdowns. Emulated Wiimote audio(phone calls) works just as it does on real hardware. No issues or cut-scene desync caused by using HLE audio. |tester=NameGoesHere}} | {{testing/entry|revision=4.0-7962|OS=Windows 7|CPU=Intel Core i7-2600K @ 4.5GHz|GPU=NVIDIA GeForce 560 Ti|result=Playable. Direct3D runs faster than OpenGl. 'Store EFB Copies to Texture Only' needs to be disabled for post processing effects to work which are prevalent during the entire game but results in slowdowns. Emulated Wiimote audio(phone calls) works just as it does on real hardware. No issues or cut-scene desync caused by using HLE audio.|tester=NameGoesHere}} | ||
{{testing/end}} | {{testing/end}} | ||