F-Zero GX: Difference between revisions

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{{testing/entry|revision=5.0-rc-34|OS=Windows 10|CPU=Intel Core i5-6600K @ 4.5GHz|GPU=NVIDIA GeForce GTX 970|result='''Final Verdict''': F-Zero GX mostly hits a consistent 60FPS, only suffering minor framerate drops, stutters, and the rare slowdown. Otherwise, this game looks fantastic at a native 16:9 aspect ratio in 1080p. Very little screen tearing with V-Sync disabled (I've had mixed results with it enabled - mostly positive, but occasional random crash has led me to disabling V-Sync for now). Used Gamecube Controller, with Mayflash Adapter, and installed the Gamecube drivers via the [https://wiki.dolphin-emu.org/index.php?title=How_to_use_the_Official_GameCube_Controller_Adapter_for_Wii_U_in_Dolphin Dolphin wiki itself]. I was able to complete every Cup on Master difficulty with no issues whatsoever, other than the mentioned slowdown issues, and oddly missing Credit stills - the Pilot homages from Master Class working fine otherwise.
{{testing/entry|revision=5.0-rc-34|OS=Windows 10|CPU=Intel Core i5-6600K @ 4.5GHz|GPU=NVIDIA GeForce GTX 970|result='''Final Verdict''': F-Zero GX mostly hits a consistent 60FPS, only suffering minor framerate drops, stutters, and the rare slowdown. Otherwise, this game looks fantastic at a native 16:9 aspect ratio in 1080p. Very little screen tearing with V-Sync disabled (I've had mixed results with it enabled - mostly positive, but occasional random crash has led me to disabling V-Sync for now). Used Gamecube Controller, with Mayflash Adapter, and installed the Gamecube drivers via the [https://wiki.dolphin-emu.org/index.php?title=How_to_use_the_Official_GameCube_Controller_Adapter_for_Wii_U_in_Dolphin Dolphin wiki itself]. I was able to complete every Cup on Master difficulty with no issues whatsoever, other than the mentioned slowdown issues, and oddly missing Credit stills - the Pilot homages from Master Class working fine otherwise.
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 x64|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/end}}
{{testing/end}}