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The Legend of Zelda: Skyward Sword: Difference between revisions
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The Legend of Zelda: Skyward Sword (view source)
Revision as of 21:08, 1 December 2011
, 1 December 2011→Testing
(Testing, slight wording tweak for Wii Motion Plus section) |
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{{testing/entry|revision=7719|OS=Windows 7 x64|CPU=Intel Core i5 2500k @ 3.3GHz|GPU=nVidia GeForce GTX 570|result=I'm using D3D11, 1920*1080, 4x Internal Resolution, no AA, 16x AF, with "Skip EFB Access to CPU" unchecked. The game works perfectly with a solid 30 fps all the time and no issues. Little detail : to obtain a perfect control of WiiMotion+ with my internal Bluetooth device (included on my motherboard P7P68 Pro REV 3.1) and fix the slowness of the pointer, I had to turn my PC tower to have the device in front of me. Since this change, the accuracy is like on Wii.|tester=iPoulpe}} | {{testing/entry|revision=7719|OS=Windows 7 x64|CPU=Intel Core i5 2500k @ 3.3GHz|GPU=nVidia GeForce GTX 570|result=I'm using D3D11, 1920*1080, 4x Internal Resolution, no AA, 16x AF, with "Skip EFB Access to CPU" unchecked. The game works perfectly with a solid 30 fps all the time and no issues. Little detail : to obtain a perfect control of WiiMotion+ with my internal Bluetooth device (included on my motherboard P7P68 Pro REV 3.1) and fix the slowness of the pointer, I had to turn my PC tower to have the device in front of me. Since this change, the accuracy is like on Wii.|tester=iPoulpe}} | ||
{{testing/entry|revision=r7719|OS=Windows 7 x64|CPU=AMD Phenom II X4 955(Black Edition) 3.4Ghz|GPU=nVidia Geforce 560 GTX|result=30FPS all times. Works great! 1080P, D3D11, Internal Resolution 3x(1920x1584), No AA, 16x Anisotropic Flitering, Force Texture Filtering, unchecked Skip EFB Access from CPU, EFB copies disabled.|tester=SmeagleSmeagle}} | {{testing/entry|revision=r7719|OS=Windows 7 x64|CPU=AMD Phenom II X4 955(Black Edition) 3.4Ghz|GPU=nVidia Geforce 560 GTX|result=30FPS all times. Works great! 1080P, D3D11, Internal Resolution 3x(1920x1584), No AA, 16x Anisotropic Flitering, Force Texture Filtering, unchecked Skip EFB Access from CPU, EFB copies disabled.|tester=SmeagleSmeagle}} | ||
{{testing/entry|revision=3.0- | {{testing/entry|revision=3.0-208|OS=Windows 7 x64|CPU=Intel Core i7 950 @ 3.07GHz|GPU=nVidia GeForce 460|result=1920*1080, No AA, 16x Anisotropy, 3x native int. res, EFB to Texture. | ||
D3D11: Works well except when there are timestones in the loaded area, where Link will render behind objects and the terrain if it is within a certain distance of the camera. | |||
OpenGL: Also works well, except dynamic meshes (That is, the piles of sand that are around in Lanayuru) don't render at all. The only way to spot them is by looking for strange artifacts in the DoF "bands". |tester=LimEJET}} | |||
{{testing/entry|revision=3.0-191|OS=Windows 7 x64|CPU=AMD Phenom II @ 3.3GHz|GPU=AMD Radeon HD 6850|result=The game starts correctly but it got stuck when is asked to connect a motion plus.... i don't have a real Wiimote, waiting for motion plus..why did i even bother posting this then? because im an idiot|tester=Aldaris}} | {{testing/entry|revision=3.0-191|OS=Windows 7 x64|CPU=AMD Phenom II @ 3.3GHz|GPU=AMD Radeon HD 6850|result=The game starts correctly but it got stuck when is asked to connect a motion plus.... i don't have a real Wiimote, waiting for motion plus..why did i even bother posting this then? because im an idiot|tester=Aldaris}} | ||
{{testing/entry|revision=3.0-199|OS=Windows 7 x64|CPU=Intel Core i7 930 @ 4.0GHz|GPU=nVidia GTX 560 Ti|result=Direct 3D11, 1920*1080, Anisotropic Filtering 16x, Skip EFB Access from CPU, EFB Copies set to RAM, Cache enabled. Depth of field banding issues resolved, shader issues resolved, very minimal slowdowns. Using a real WiiMote with MotionPlus built in, along with a wireless sensor bar.|tester=Invena}} | {{testing/entry|revision=3.0-199|OS=Windows 7 x64|CPU=Intel Core i7 930 @ 4.0GHz|GPU=nVidia GTX 560 Ti|result=Direct 3D11, 1920*1080, Anisotropic Filtering 16x, Skip EFB Access from CPU, EFB Copies set to RAM, Cache enabled. Depth of field banding issues resolved, shader issues resolved, very minimal slowdowns. Using a real WiiMote with MotionPlus built in, along with a wireless sensor bar.|tester=Invena}} |