Fire Emblem: Path of Radiance: Difference between revisions

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{{testing/start}}
{{testing/start}}
<!--Use this template for test entries: {{testing/entry|revision=|OS=|CPU=|GPU=|result=|tester=}}-->
<!--Use this template for test entries: {{testing/entry|revision=|OS=|CPU=|GPU=|result=|tester=}}-->
{{testing/entry|revision=5.0-3414|OS=Debian Sid|CPU=Intel Core i5 3570k @ 4.3GHz|GPU=Nvidia GTX 970|result=Almost perfect running the Vulkan backend with IR at 3x Native(1920x1584), AA at 2x MSAA, and AF at 2x. The only occasional issue was the same odd lines on the character portraits.|tester=ConvexEd}}
{{testing/entry|revision=6519|OS=Windows XP|CPU=AMD Athlon 64 X2 4000+|GPU=NVIDIA GeForce 8500 GT|result=Full playable but the cinematics go slowly|tester=}}
{{testing/entry|revision=6519|OS=Windows XP|CPU=AMD Athlon 64 X2 4000+|GPU=NVIDIA GeForce 8500 GT|result=Full playable but the cinematics go slowly|tester=}}
{{testing/entry|revision=3.0|OS=Ubuntu 11.04|CPU=Intel Core i5-2300 @ 2.8GHz|GPU=NVIDIA GeForce 430|result=Perfect, EFB scaled copies must be off|tester=asdf31416}}
{{testing/entry|revision=3.0|OS=Ubuntu 11.04|CPU=Intel Core i5-2300 @ 2.8GHz|GPU=NVIDIA GeForce 430|result=Perfect, EFB scaled copies must be off|tester=asdf31416}}
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{{testing/entry|revision=4.0-9173|OS=Windows 10|CPU=Intel Core i5-4210M @ 2.6GHz|GPU=NVIDIA GeForce 820M|result=It ran almost perfect on my laptop. It might suffer small and unnoticeable slowdowns in battle, but fullspeed in everything else. The 16:9 Widescreen code works wonderfully, the only defect is that it makes some menus show a little line in the middle. It's better to avoid non-integer resolutions (it would make the portraits more pixelated) and Force Pixel Filter (it shows lines in portraits, use shaders instead). I tested the PAL version with OpenGL mode, Resolution 3x, Widescreen AR code and FXAA shader.|tester=Intruso}}
{{testing/entry|revision=4.0-9173|OS=Windows 10|CPU=Intel Core i5-4210M @ 2.6GHz|GPU=NVIDIA GeForce 820M|result=It ran almost perfect on my laptop. It might suffer small and unnoticeable slowdowns in battle, but fullspeed in everything else. The 16:9 Widescreen code works wonderfully, the only defect is that it makes some menus show a little line in the middle. It's better to avoid non-integer resolutions (it would make the portraits more pixelated) and Force Pixel Filter (it shows lines in portraits, use shaders instead). I tested the PAL version with OpenGL mode, Resolution 3x, Widescreen AR code and FXAA shader.|tester=Intruso}}
{{testing/entry|revision=5.0-1694|OS=Windows 10|CPU=Intel Core i5-4430 @ 3GHz|GPU=NVIDIA GeForce GTX 950|result=No problem whatsoever|tester=kiwi}}
{{testing/entry|revision=5.0-1694|OS=Windows 10|CPU=Intel Core i5-4430 @ 3GHz|GPU=NVIDIA GeForce GTX 950|result=No problem whatsoever|tester=kiwi}}
{{testing/entry|revision=5.0-3414|OS=Debian Sid|CPU=Intel Core i5-3570k @ 4.3GHz|GPU=NVIDIA GeForce GTX 970|result=Almost perfect running the Vulkan backend with IR at 3x Native(1920x1584), AA at 2x MSAA, and AF at 2x. The only occasional issue was the same odd lines on the character portraits.|tester=ConvexEd}}
{{testing/end}}
{{testing/end}}


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