Metroid Prime (GC): Difference between revisions

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Text replacement - "(Intel Core i[357]-\d*)k" to "$1K"
(→‎Visors: Just came across this issue; if anyone knows how to fix it, let me know.)
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{{testing/entry|revision=4.0-4199|OS=Windows Vista x64|CPU=Intel Core Pentium D @ 3.2GHz|GPU=ATI Radeon HD 3800|result=Somewhat Playable, 40-50FPS, Particle effects and fire caused FPS to drop lower than 40, VPS was jumping from 60 to 45. Cutscenes ran mostly at 60 with exception of scenes with fire or explosions. Opening Visor and Entering Morph Ball caused short 2-3 second freeze, Levels with explorable space (such as the first) lag the most, in general, The game is playable, but not pretty.|tester=Madamunkey}}
{{testing/entry|revision=4.0-4199|OS=Windows Vista x64|CPU=Intel Core Pentium D @ 3.2GHz|GPU=ATI Radeon HD 3800|result=Somewhat Playable, 40-50FPS, Particle effects and fire caused FPS to drop lower than 40, VPS was jumping from 60 to 45. Cutscenes ran mostly at 60 with exception of scenes with fire or explosions. Opening Visor and Entering Morph Ball caused short 2-3 second freeze, Levels with explorable space (such as the first) lag the most, in general, The game is playable, but not pretty.|tester=Madamunkey}}
{{testing/entry|revision=4.0-4478|OS=Windows 8 x64|CPU=Intel Core i7-3520M @ 3.3GHz|GPU=NVIDIA GeForce GT 640M LE|result= Played with D3D, 1.5x resolution. Near perfect, slows down only in very large areas or when splashing in water for some reason. FPS is constantly at around 60, VPS is stable as well. Micro-stuttering still an issue but barely noticeable; the sound is fantastic with the HLE engine, not a single error. I managed to complete the game with minor problems; the x-ray and thermal visors failed to work once for some reason, but worked again after resetting the emulator. It crashed four times in total, always in the same situation; when entering rooms where purple energy enemies are found, those that can only be killed via wave beam, the game randomly crashed. In other cases a FIFO overflow error occurred, although it didn't stop the emulation or crash the game. This is very close to perfect, and my computer is nowhere near powerful for Dolphin. Modifications to the JIT and FIFO have made a huge difference.|tester=UDEM42}}
{{testing/entry|revision=4.0-4478|OS=Windows 8 x64|CPU=Intel Core i7-3520M @ 3.3GHz|GPU=NVIDIA GeForce GT 640M LE|result= Played with D3D, 1.5x resolution. Near perfect, slows down only in very large areas or when splashing in water for some reason. FPS is constantly at around 60, VPS is stable as well. Micro-stuttering still an issue but barely noticeable; the sound is fantastic with the HLE engine, not a single error. I managed to complete the game with minor problems; the x-ray and thermal visors failed to work once for some reason, but worked again after resetting the emulator. It crashed four times in total, always in the same situation; when entering rooms where purple energy enemies are found, those that can only be killed via wave beam, the game randomly crashed. In other cases a FIFO overflow error occurred, although it didn't stop the emulation or crash the game. This is very close to perfect, and my computer is nowhere near powerful for Dolphin. Modifications to the JIT and FIFO have made a huge difference.|tester=UDEM42}}
{{testing/entry|revision=4.0-5347|OS=Windows 7 x64|CPU=Intel Core i7-4770k @ 4.2GHz|GPU=NVIDIA GeForce GTX 660 Ti|result=Played through the pirate frigate section, it seems perfect and running at full speed. Using D3D, auto rescaling at 1920x1080, 2xAA 4xAF, other settings at defaults. The microstuttering is there but isn't really a problem. It was present at places like the pan over the frigate during the opening cutscene and using the morph ball for the first time. Each pause was 150ms or so. Repeating these actions did not result in stuttering since the shaders were cached.|tester=ThatBum}}
{{testing/entry|revision=4.0-5347|OS=Windows 7 x64|CPU=Intel Core i7-4770K @ 4.2GHz|GPU=NVIDIA GeForce GTX 660 Ti|result=Played through the pirate frigate section, it seems perfect and running at full speed. Using D3D, auto rescaling at 1920x1080, 2xAA 4xAF, other settings at defaults. The microstuttering is there but isn't really a problem. It was present at places like the pan over the frigate during the opening cutscene and using the morph ball for the first time. Each pause was 150ms or so. Repeating these actions did not result in stuttering since the shaders were cached.|tester=ThatBum}}
{{testing/end}}
{{testing/end}}