Metroid Prime 2: Echoes (GC): Difference between revisions

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{{testing/entry|revision=4.0-6426|OS=Windows 8.1|CPU=Intel Core i5-2400 @ 3.1GHz|GPU=NVIDIA GeForce GT 610|result=Near perfectly emulated, some big open areas will slow down, interestingly not as bad as in MP1, black bar isn't a problem at all and in fact i didn't notice it until i checked this article. Automatic Resolution depending on window size, DX11, dualcore mostly 60FPS, Graphic config is based on an MP1 config and works just perfect, [https://www.youtube.com/watch?v=YSkdmrGOqao here the video].|tester=KerrangR}}
{{testing/entry|revision=4.0-6426|OS=Windows 8.1|CPU=Intel Core i5-2400 @ 3.1GHz|GPU=NVIDIA GeForce GT 610|result=Near perfectly emulated, some big open areas will slow down, interestingly not as bad as in MP1, black bar isn't a problem at all and in fact i didn't notice it until i checked this article. Automatic Resolution depending on window size, DX11, dualcore mostly 60FPS, Graphic config is based on an MP1 config and works just perfect, [https://www.youtube.com/watch?v=YSkdmrGOqao here the video].|tester=KerrangR}}
{{testing/entry|revision=5.0-153|OS=Windows 10|CPU=Intel Core i5-4590 @ 3.7GHz|GPU=NVIDIA GeForce GTX 750 Ti|result=Minor stutters/slowdowns loading relatively new things throughout gameplay as well as minor pause coming out of interactive menus (map/logbook etc...) Very smooth otherwise. Direct3d 12 / 2.5x native resolution / 16x anisotropic filtering / per-pixel lighting / virtual xfb / store efb copies to ram & texture / widescreen (through gecko codes) It seems the game isn't inherently broken anymore in the visor and black bar department, game is emulated just fine with efb to texture only and xfb disabled. However, map flickering is a problem and I have encountered black frame flickering as well as in-game image flickering (whatever is rendered the frame before i open the map) while sitting in the map interface, with both types mitigated with virtual xfb and efb to ram & texture. Torvus bog is a demanding area (3x native res had to be dropped to 2.5x) but it is very much near perfect with water droplets and the likes; unfortunately entering and leaving water causes micro stuttering.|tester=Brownittoya}}
{{testing/entry|revision=5.0-153|OS=Windows 10|CPU=Intel Core i5-4590 @ 3.7GHz|GPU=NVIDIA GeForce GTX 750 Ti|result=Minor stutters/slowdowns loading relatively new things throughout gameplay as well as minor pause coming out of interactive menus (map/logbook etc...) Very smooth otherwise. Direct3d 12 / 2.5x native resolution / 16x anisotropic filtering / per-pixel lighting / virtual xfb / store efb copies to ram & texture / widescreen (through gecko codes) It seems the game isn't inherently broken anymore in the visor and black bar department, game is emulated just fine with efb to texture only and xfb disabled. However, map flickering is a problem and I have encountered black frame flickering as well as in-game image flickering (whatever is rendered the frame before i open the map) while sitting in the map interface, with both types mitigated with virtual xfb and efb to ram & texture. Torvus bog is a demanding area (3x native res had to be dropped to 2.5x) but it is very much near perfect with water droplets and the likes; unfortunately entering and leaving water causes micro stuttering.|tester=Brownittoya}}
{{testing/entry|revision=5.0-2361|OS=Windows 10|CPU=AMD FX-8350 @ 4.0 GHz|GPU=NVIDIA GeForce GTX 970|result=Played with D3D11, the experimental D3D12 and Vulkan to find few differences in performance. All three ran the game fine at 60 FPS and I was able to get to my preferred 3x internal resolution without losing performance. Regardless of settings, the blackbar issue has only been a problem if I bring up the stop emulation prompt and then cancel it. In regular play sessions it has never happened so far. Stuttering seems much more bearable than in prior builds and the time it takes for stuttering to ease down seems faster too. Refracting lights from inactive portals and water droplets as well as viewing the map still destroys framerate however. Turning off "Store EFB Copies to Texture Only" did not break the scan visor for me but also didn't fix the frame drops around water and portals like some claim. Otherwise it's near perfect at this state.|tester=Gotohellcadz}}
{{testing/entry|revision=5.0-2361|OS=Windows 10|CPU=AMD FX-8350 @ 4GHz|GPU=NVIDIA GeForce GTX 970|result=Played with D3D11, the experimental D3D12 and Vulkan to find few differences in performance. All three ran the game fine at 60 FPS and I was able to get to my preferred 3x internal resolution without losing performance. Regardless of settings, the blackbar issue has only been a problem if I bring up the stop emulation prompt and then cancel it. In regular play sessions it has never happened so far. Stuttering seems much more bearable than in prior builds and the time it takes for stuttering to ease down seems faster too. Refracting lights from inactive portals and water droplets as well as viewing the map still destroys framerate however. Turning off "Store EFB Copies to Texture Only" did not break the scan visor for me but also didn't fix the frame drops around water and portals like some claim. Otherwise it's near perfect at this state.|tester=Gotohellcadz}}
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{{testing/end}}